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neo/sound/SoundVoice.h
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101
neo/sound/SoundVoice.h
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code 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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Doom 3 BFG Edition Source Code 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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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __SOUNDVOICE_H__
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#define __SOUNDVOICE_H__
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/*
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================================================
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idSoundVoice_Base
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================================================
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*/
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class idSoundVoice_Base {
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public:
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idSoundVoice_Base();
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static void InitSurround( int outputChannels, int channelMask );
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void CalculateSurround( int srcChannels, float pLevelMatrix[ MAX_CHANNELS_PER_VOICE * MAX_CHANNELS_PER_VOICE ], float scale );
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void SetPosition( const idVec3 & p ) { position = p; }
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void SetGain( float g ) { gain = g; }
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void SetCenterChannel( float c ) { centerChannel = c; }
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void SetPitch( float p ) { pitch = p; }
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void SetInnerRadius( float r ) { innerRadius = r; }
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void SetChannelMask( uint32 mask ) { channelMask = mask; }
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const idSoundSample * GetCurrentSample();
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// Controls the low pass filter, where 0.0f = no filtering, 1.0f = full filter
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void SetOcclusion( float f ) { occlusion = f; }
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float GetGain() { return gain; }
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float GetPitch() { return pitch; }
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protected:
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idVec3 position; // Position of the sound relative to listener
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float gain; // Volume (0-1)
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float centerChannel; // Value (0-1) which indicates how much of this voice goes to the center channel
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float pitch; // Pitch multiplier
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float innerRadius; // Anything closer than this is omni
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float occlusion; // How much of this sound is occluded (0-1)
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uint32 channelMask; // Set to override the default channel mask
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// These are some setting used to do SSF_DISTANCE_BASED_STERO blending
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float innerSampleRangeSqr;
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float outerSampleRangeSqr;
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idList< idSoundSample *, TAG_AUDIO> samples;
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// These are constants which are initialized with InitSurround
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//-------------------------------------------------------------
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static idVec2 speakerPositions[idWaveFile::CHANNEL_INDEX_MAX];
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// This is to figure out which speakers are "next to" this one
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static int speakerLeft[idWaveFile::CHANNEL_INDEX_MAX];
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static int speakerRight[idWaveFile::CHANNEL_INDEX_MAX];
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// Number of channels in the output hardware
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static int dstChannels;
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// Mask indicating which speakers exist in the hardware configuration
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static int dstMask;
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// dstMap maps a destination channel to a speaker
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// invMap maps a speaker to a destination channel
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static int dstCenter;
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static int dstLFE;
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static int dstMap[MAX_CHANNELS_PER_VOICE];
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static int invMap[idWaveFile::CHANNEL_INDEX_MAX];
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// specifies what volume to specify for each channel when a speaker is omni
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static float omniLevel;
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};
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#endif
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