142 lines
3.8 KiB
C++
142 lines
3.8 KiB
C++
/**
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* @file audioengine_fmodex.h
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* @brief Definition of LLAudioEngine class abstracting the audio
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* support as a FMODEX implementation
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2014, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library 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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_AUDIOENGINE_FMODEX_H
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#define LL_AUDIOENGINE_FMODEX_H
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#include "llaudioengine.h"
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#include "llwindgen.h"
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//Stubs
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class LLAudioStreamManagerFMODEX;
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namespace FMOD
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{
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class System;
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class Channel;
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class ChannelGroup;
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class Sound;
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class DSP;
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}
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typedef struct FMOD_DSP_DESCRIPTION FMOD_DSP_DESCRIPTION;
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//Interfaces
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class LLAudioEngine_FMODEX : public LLAudioEngine
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{
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public:
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LLAudioEngine_FMODEX(bool enable_profiler);
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virtual ~LLAudioEngine_FMODEX();
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// initialization/startup/shutdown
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virtual bool init(const S32 num_channels, void *user_data);
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virtual std::string getDriverName(bool verbose);
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virtual void allocateListener();
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virtual void shutdown();
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/*virtual*/ bool initWind();
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/*virtual*/ void cleanupWind();
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/*virtual*/void updateWind(LLVector3 direction, F32 camera_height_above_water);
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typedef F32 MIXBUFFERFORMAT;
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FMOD::System *getSystem() const {return mSystem;}
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// <FS:Ansariel> Output device selection
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/*virtual*/ std::map<LLUUID, std::string> getDevices();
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/*virtual*/ void setDevice(const LLUUID& device_uuid);
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LLUUID getSelectedDeviceUUID() const { return mSelectedDeviceUUID; }
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// </FS:Ansariel>
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protected:
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/*virtual*/ LLAudioBuffer *createBuffer(); // Get a free buffer, or flush an existing one if you have to.
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/*virtual*/ LLAudioChannel *createChannel(); // Create a new audio channel.
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/*virtual*/ void setInternalGain(F32 gain);
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bool mInited;
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LLWindGen<MIXBUFFERFORMAT> *mWindGen;
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FMOD_DSP_DESCRIPTION *mWindDSPDesc;
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FMOD::DSP *mWindDSP;
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FMOD::System *mSystem;
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bool mEnableProfiler;
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// <FS:Ansariel> Output device selection
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LLUUID mSelectedDeviceUUID;
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public:
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static FMOD::ChannelGroup *mChannelGroups[LLAudioEngine::AUDIO_TYPE_COUNT];
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};
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class LLAudioChannelFMODEX : public LLAudioChannel
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{
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public:
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LLAudioChannelFMODEX(FMOD::System *audioengine);
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virtual ~LLAudioChannelFMODEX();
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protected:
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/*virtual*/ void play();
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/*virtual*/ void playSynced(LLAudioChannel *channelp);
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/*virtual*/ void cleanup();
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/*virtual*/ bool isPlaying();
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/*virtual*/ bool updateBuffer();
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/*virtual*/ void update3DPosition();
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/*virtual*/ void updateLoop();
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void set3DMode(bool use3d);
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protected:
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FMOD::System *getSystem() const {return mSystemp;}
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FMOD::System *mSystemp;
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FMOD::Channel *mChannelp;
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S32 mLastSamplePos;
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};
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class LLAudioBufferFMODEX : public LLAudioBuffer
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{
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public:
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LLAudioBufferFMODEX(FMOD::System *audioengine);
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virtual ~LLAudioBufferFMODEX();
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/*virtual*/ bool loadWAV(const std::string& filename);
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/*virtual*/ U32 getLength();
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friend class LLAudioChannelFMODEX;
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protected:
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FMOD::System *getSystem() const {return mSystemp;}
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FMOD::System *mSystemp;
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FMOD::Sound *getSound() const{ return mSoundp; }
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FMOD::Sound *mSoundp;
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};
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#endif // LL_AUDIOENGINE_FMODEX_H
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