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Diffstat (limited to 'engine/audio/public/snd_device.h')
| -rw-r--r-- | engine/audio/public/snd_device.h | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/engine/audio/public/snd_device.h b/engine/audio/public/snd_device.h new file mode 100644 index 0000000..9c844b6 --- /dev/null +++ b/engine/audio/public/snd_device.h @@ -0,0 +1,127 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: This abstracts the various hardware dependent implementations of sound +// At the time of this writing there are Windows WAVEOUT, Direct Sound, +// and Null implementations. +// +//=====================================================================================// + +#ifndef SND_DEVICE_H +#define SND_DEVICE_H +#pragma once + +#include "snd_fixedint.h" +#include "snd_mix_buf.h" + +// sound engine rate defines +#define SOUND_DMA_SPEED 44100 // hardware playback rate + +#define SOUND_11k 11025 // 11khz sample rate +#define SOUND_22k 22050 // 22khz sample rate +#define SOUND_44k 44100 // 44khz sample rate +#define SOUND_ALL_RATES 1 // mix all sample rates + +#define SOUND_MIX_WET 0 // mix only samples that don't have channel set to 'dry' or 'speaker' (default) +#define SOUND_MIX_DRY 1 // mix only samples with channel set to 'dry' (ie: music) +#define SOUND_MIX_SPEAKER 2 // mix only samples with channel set to 'speaker' +#define SOUND_MIX_SPECIAL_DSP 3 // mix only samples with channel set to 'special dsp' + +#define SOUND_BUSS_ROOM (1<<0) // mix samples using channel dspmix value (based on distance from player) +#define SOUND_BUSS_FACING (1<<1) // mix samples using channel dspface value (source facing) +#define SOUND_BUSS_FACINGAWAY (1<<2) // mix samples using 1-dspface +#define SOUND_BUSS_SPEAKER (1<<3) // mix ch->bspeaker samples in mono to speaker buffer +#define SOUND_BUSS_DRY (1<<4) // mix ch->bdry samples into dry buffer +#define SOUND_BUSS_SPECIAL_DSP (1<<5) // mix ch->bspecialdsp samples into special dsp buffer + +class Vector; +struct channel_t; + +// UNDONE: Create a simulated audio device to replace the old -simsound functionality? + +// General interface to an audio device +abstract_class IAudioDevice +{ +public: + // Add a virtual destructor to silence the clang warning. + // This is harmless but not important since the only derived class + // doesn't have a destructor. + virtual ~IAudioDevice() {} + + // Detect the sound hardware and create a compatible device + // NOTE: This should NEVER fail. There is a function called Audio_GetNullDevice + // which will create a "null" device that makes no sound. If we can't create a real + // sound device, this will return a device of that type. All of the interface + // functions can be called on the null device, but it will not, of course, make sound. + static IAudioDevice *AutoDetectInit( bool waveOnly ); + + // This is needed by some of the routines to avoid doing work when you've got a null device + virtual bool IsActive( void ) = 0; + // This initializes the sound hardware. true on success, false on failure + virtual bool Init( void ) = 0; + // This releases all sound hardware + virtual void Shutdown( void ) = 0; + // stop outputting sound, but be ready to resume on UnPause + virtual void Pause( void ) = 0; + // return to normal operation after a Pause() + virtual void UnPause( void ) = 0; + // The volume of the "dry" mix (no effects). + // This should return 0 on all implementations that don't need a separate dry mix + virtual float MixDryVolume( void ) = 0; + // Should we mix sounds to a 3D (quadraphonic) sound buffer (front/rear both stereo) + virtual bool Should3DMix( void ) = 0; + + // This is called when the application stops all sounds + // NOTE: Stopping each channel and clearing the sound buffer are done separately + virtual void StopAllSounds( void ) = 0; + + // Called before painting channels, must calculated the endtime and return it (once per frame) + virtual int PaintBegin( float, int soundtime, int paintedtime ) = 0; + // Called when all channels are painted (once per frame) + virtual void PaintEnd( void ) = 0; + + // Called to set the volumes on a channel with the given gain & dot parameters + virtual void SpatializeChannel( int volume[6], int master_vol, const Vector& sourceDir, float gain, float mono ) = 0; + + // The device should apply DSP up to endtime in the current paint buffer + // this is called during painting + virtual void ApplyDSPEffects( int idsp, portable_samplepair_t *pbuffront, portable_samplepair_t *pbufrear, portable_samplepair_t *pbufcenter, int samplecount ) = 0; + + // replaces SNDDMA_GetDMAPos, gets the output sample position for tracking + virtual int GetOutputPosition( void ) = 0; + + // Fill the output buffer with silence (e.g. during pause) + virtual void ClearBuffer( void ) = 0; + + // Called each frame with the listener's coordinate system + virtual void UpdateListener( const Vector& position, const Vector& forward, const Vector& right, const Vector& up ) = 0; + + // Called each time a new paint buffer is mixed (may be multiple times per frame) + virtual void MixBegin( int sampleCount ) = 0; + virtual void MixUpsample( int sampleCount, int filtertype ) = 0; + + // sink sound data + virtual void Mix8Mono( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) = 0; + virtual void Mix8Stereo( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) = 0; + virtual void Mix16Mono( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) = 0; + virtual void Mix16Stereo( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) = 0; + + // Reset a channel + virtual void ChannelReset( int entnum, int channelIndex, float distanceMod ) = 0; + virtual void TransferSamples( int end ) = 0; + + // device parameters + virtual const char *DeviceName( void ) = 0; + virtual int DeviceChannels( void ) = 0; // 1 = mono, 2 = stereo + virtual int DeviceSampleBits( void ) = 0; // bits per sample (8 or 16) + virtual int DeviceSampleBytes( void ) = 0; // above / 8 + virtual int DeviceDmaSpeed( void ) = 0; // Actual DMA speed + virtual int DeviceSampleCount( void ) = 0; // Total samples in buffer + + virtual bool IsSurround( void ) = 0; // surround enabled, could be quad or 5.1 + virtual bool IsSurroundCenter( void ) = 0; // surround enabled as 5.1 + virtual bool IsHeadphone( void ) = 0; +}; + +extern IAudioDevice *Audio_GetNullDevice( void ); + +#endif // SND_DEVICE_H |