//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SFXXAUDIOVOICE_H_ #define _SFXXAUDIOVOICE_H_ #include #include #include "sfx/sfxVoice.h" class SFXXAudioBuffer; class SFXXAudioVoice : public SFXVoice, public IXAudio2VoiceCallback { public: typedef SFXVoice Parent; friend class SFXXAudioDevice; friend class SFXXAudioBuffer; protected: /// This constructor does not create a valid voice. /// @see SFXXAudioVoice::create SFXXAudioVoice( SFXXAudioBuffer* buffer ); /// The device that created us. SFXXAudioDevice *mXAudioDevice; /// The XAudio voice. IXAudio2SourceVoice *mXAudioVoice; /// CRITICAL_SECTION mLock; /// Used to know what sounds need positional updates. bool mIs3D; /// Whether the voice has stopped playing. mutable bool mHasStopped; /// Whether we have started playback. bool mHasStarted; /// Whether playback is currently running. bool mIsPlaying; /// Whether playback is looping. bool mIsLooping; /// Since 3D sounds are pitch shifted for doppler /// effect we need to track the users base pitch. F32 mPitch; /// The cached X3DAudio emitter data. X3DAUDIO_EMITTER mEmitter; /// XAudio does not reset the SamplesPlayed count as is stated in the docs. To work around /// that, we offset the values reported by XAudio through this field. S32 mSamplesPlayedOffset; /// @name Data for Non-Streaming Voices /// @{ /// Whether we have loaded our non-streaming data. We use an explicit /// flag here as we really can't rely on XAUDIO2_VOICE_STATE. bool mNonStreamBufferLoaded; /// Audio buffer for non-streaming voice. XAUDIO2_BUFFER mNonStreamBuffer; /// Sample to start playing at when seting up #mNonStreamBuffer. U32 mNonStreamSampleStartPos; /// @} // IXAudio2VoiceCallback void STDMETHODCALLTYPE OnStreamEnd(); void STDMETHODCALLTYPE OnVoiceProcessingPassStart( UINT32 BytesRequired ) {} void STDMETHODCALLTYPE OnVoiceProcessingPassEnd() {} void STDMETHODCALLTYPE OnBufferEnd( void *bufferContext ); void STDMETHODCALLTYPE OnBufferStart( void *bufferContext ) {} void STDMETHODCALLTYPE OnLoopEnd( void *bufferContext ) {} void STDMETHODCALLTYPE OnVoiceError( void * bufferContext, HRESULT error ) {} /// @deprecated This is only here for compatibility with /// the March 2008 SDK version of IXAudio2VoiceCallback. void STDMETHODCALLTYPE OnVoiceProcessingPassStart() {} void _flush(); void _loadNonStreamed(); // SFXVoice. virtual SFXStatus _status() const; virtual void _play(); virtual void _pause(); virtual void _stop(); virtual void _seek( U32 sample ); virtual U32 _tell() const; SFXXAudioBuffer* _getBuffer() const { return ( SFXXAudioBuffer* ) mBuffer.getPointer(); } public: /// static SFXXAudioVoice* create( IXAudio2 *xaudio, bool is3D, SFXXAudioBuffer *buffer, SFXXAudioVoice* inVoice = NULL ); /// virtual ~SFXXAudioVoice(); // SFXVoice void setMinMaxDistance( F32 min, F32 max ); void play( bool looping ); void setVelocity( const VectorF& velocity ); void setTransform( const MatrixF& transform ); void setVolume( F32 volume ); void setPitch( F32 pitch ); void setCone( F32 innerAngle, F32 outerAngle, F32 outerVolume ); /// Is this a 3D positional voice. bool is3D() const { return mIs3D; } /// const X3DAUDIO_EMITTER& getEmitter() const { return mEmitter; } }; #endif // _SFXXAUDIOVOICE_H_