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e6ba1906c9
The MACINTOSH define refers to MacOS Classic (not OS X) which we do not plan to support. Rather than carry the cruft forever, let's delete it. NOTE: legacy/ is unused but we're keeping it around, so MACINTOSH uses there are left alone. Process used for this commit: ``` git rm -r mac find . \( -iname "*.c" -or -iname "*.cpp" -or -iname "*.h" \) \ -exec unifdef -UMACINTOSH -o {} {} \; git restore legacy git add . ``` Test Plan: On Mac, build both Debug and Release ``` cmake --build --preset mac --config Debug cmake --build --preset mac --config Release ```
238 lines
6.4 KiB
C
238 lines
6.4 KiB
C
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* $Source: $
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* $Revision: 16 $
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* $Author: Samir $
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* $Date: 8/23/99 5:29p $
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*
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*
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*
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* $Log: /DescentIII/Main/dd_sndlib/auddev.h $
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*
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* 16 8/23/99 5:29p Samir
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* incremental EAX 2.0 checkin
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*
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* 15 8/13/99 2:00p Samir
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* more aureal and geometry fixes.
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*
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* 14 8/11/99 3:12p Samir
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* fixes for aureal support.
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*
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* 13 5/03/99 3:12a Samir
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* added event management routines.
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*
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* 12 4/29/99 3:01p Samir
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* added some more functions.
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*
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* 11 4/23/99 7:51p Samir
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* added flush function.
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*
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* 10 4/13/99 4:09p Samir
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* more priority stuff.
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*
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* 9 4/06/99 8:30p Samir
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* added reflection support.
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*
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* 8 3/29/99 11:02a Samir
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* added geometry supoprt.
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*
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* 7 1/14/99 6:10p Samir
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* added DirectSound buffer duplication code.
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*
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* 6 1/11/99 5:52p Samir
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* updated EAX support.
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*
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* 5 1/08/99 6:31p Samir
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* added reverb
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*
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* 4 1/08/99 11:36a Samir
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* implemented basic Aureal 2.0 support.
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*
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* 3 12/23/98 11:50a Samir
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*
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* 2 12/23/98 11:48a Samir
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* basic functionality.
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*
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* 1 12/22/98 11:56a Samir
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*
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*/
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#ifndef AUDDEV_H
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#define AUDDEV_H
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#include "dsound.h"
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#include "vmanpset.h"
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#include "pstypes.h"
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#include "vecmat.h"
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#define SOUND_DECAY_MAXTIME 100.0f
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#define SOUND_GAIN_MAXSCALAR 1.0f
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// #define SUPPORT_AUREAL
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// Creative labs Environmental Audio Extension Interface
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// starts up standard audio device (DirectSound)
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bool EAX_Create(GUID *pguid, LPDIRECTSOUND *lpds);
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// shutdown standard audio device (DirectSound)
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void EAX_Destroy();
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// returns EAX caps
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#define EAXF_SOURCE_OBSTRUCTION 16
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int EAX_Caps();
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// initializes EAX specific interfaces.
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bool EAX_SetPrimaryBuffer();
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// sets up current global environment reverb
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bool EAX_SetEnvironmentalReverb(float volume, float damping, float decay);
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// intializes a sound source for EAX
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bool EAX_InitSource(LPDIRECTSOUND3DBUFFER lpBuffer3D, LPKSPROPERTYSET *plpksp);
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// frees an eax sound source
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void EAX_FreeSource(LPKSPROPERTYSET lpksp);
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// sets source properties
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void EAX_SetSourceProperties(LPKSPROPERTYSET lpksp, float obstruction);
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#ifdef SUPPORT_AUREAL
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//////////////////////////////////////////////////////////////////////////////
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// Aureal 2.0 Direct Path Interface
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// Initialize object
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bool A3D_Init(HWND hwnd);
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// destroy object
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void A3D_Destroy();
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// sets units of measurement
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void A3D_SetUnitsPerMeter(float units);
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// sets rolloff for all source objects (from 0.0f to ???)
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void A3D_SetRolloffFactor(float scalar);
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// sets doppler for all source objects (from 0.0f to ???) (1.0f is default, 0.0f is none)
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void A3D_SetDopplerFactor(float scalar);
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// create or destroy geometry object
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bool A3D_CreateGeometryInterface();
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void A3D_DestroyGeometryInterface();
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// create listener
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bool A3D_CreateListener();
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// create source
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void *A3D_CreateSSource(int size, int bps, bool stereo, bool streaming, ushort freq = 22050, bool is3d = false);
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// duplicates source
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void *A3D_DuplicateSource(void *src);
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// frees source
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void A3D_FreeSSource(void *obj);
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// loads data into source
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bool A3D_LoadSample(void *obj, void *src_data, int src_length);
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// plays a sound
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void A3D_Play(void *obj, bool looping);
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// stops a sound
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void A3D_Stop(void *obj);
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// returns current position in buffer of playback
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void A3D_GetCurrentPosition(void *obj, uint *playp);
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// sets current position in buffer
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void A3D_SetCurrentPosition(void *obj, uint pos);
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// sets properties for source object
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// priority is from 0 to 1.0
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void A3D_SetSourcePriority(void *obj, float priority);
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// pan from 0 to 1.0f
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void A3D_SetSourcePan(void *obj, float lpan, float rpan);
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void A3D_GetSourcePan(void *obj, float *lpan, float *rpan);
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// volume from 0 to 1.0f
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void A3D_SetSourceVolume(void *obj, float volume);
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float A3D_GetSourceVolume(void *obj);
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void A3D_SetSourceCone(void *obj, float x, float y, float z);
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void A3D_SetSourceVelocity(void *obj, float x, float y, float z);
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void A3D_GetSourceVelocity(void *obj, vector *vel);
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void A3D_SetSourcePosition(void *obj, float x, float y, float z);
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void A3D_GetSourcePosition(void *obj, vector *pos);
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void A3D_SetSourceOrientation(void *obj, const vector *fvec, const vector *uvec);
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void A3D_GetSourceOrientation(void *obj, matrix *orient);
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bool A3D_SetSourceWaveEvent(void *obj, DWORD offset, HANDLE hEvent);
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bool A3D_ClearSourceWaveEvents(void *obj);
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void A3D_SetMinMaxDistance(void *obj, float min, float max, bool mute_max = false);
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// sets properties for listener
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void A3D_SetListenerVelocity(float x, float y, float z);
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void A3D_SetListenerOrient(vector *fvec, vector *uvec);
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void A3D_SetListenerPosition(float x, float y, float z);
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// call at start of sound frame
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void A3D_StartFrame();
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void A3D_EndFrame();
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void A3D_Flush();
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// gets status of current source buffer
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#define A3D_STATUS_PLAYING 0x1
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int A3D_GetSourceStatus(void *obj);
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bool A3D_Lock(void *obj, DWORD dwWriteCursor, DWORD dwWriteBytes, void **ptr1, LPDWORD plen1, void **ptr2,
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LPDWORD plen2);
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bool A3D_Unlock(void *obj, void *ptr1, DWORD len1, void *ptr2, DWORD len2);
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// sets up current global environment reverb
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bool A3D_SetEnvironmentalReverb(float volume, float damping, float decay);
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// room builder
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// list = list id. 0 is only valid.
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void A3D_GeomListStart(int list);
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void A3D_GeomListEnd(int list);
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void A3D_GeomListExec(int list);
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void A3D_Clear(); // clears geometry info
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// all below functions act on the current list.
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void A3D_GeomAddListener(vector *pos, matrix *orient);
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void A3D_GeomAddSource(void *obj, vector *pos, matrix *orient);
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void A3D_GeomBindMaterial(void *obj);
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void A3D_GeomAddTriangle(unsigned tag, vector **verts);
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void A3D_GeomAddQuad(unsigned tag, vector **verts);
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// used to create aureal 2.0 materials.
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// gain and highfreq values range from 0 to 1.0
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void *A3D_CreateMaterial(float xmit_gain, float xmit_highfreq, float reflect_gain, float reflect_highfreq);
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void A3D_DestroyMaterial(void *obj);
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#endif
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#endif
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