From b08a63790c0fbeacb3f96a74e3eb15abe8c70dab Mon Sep 17 00:00:00 2001 From: Piotr Dziwinski Date: Mon, 25 Jun 2012 19:59:17 +0200 Subject: SDL project - added (very basic) SDL template in CApplication and CEngine - split project into two targets: colobot_old (dependent on DirectX and WinAPI) and colobot_new (dependent on SDL and OpenGL) - moved sound.h/cpp to old/ and created new template in Snd namespace - added platform-independent dialog boxes in app/system.h/cpp --- src/sound/sound.h | 407 ++++++++++++++++++++++-------------------------------- 1 file changed, 165 insertions(+), 242 deletions(-) (limited to 'src/sound/sound.h') diff --git a/src/sound/sound.h b/src/sound/sound.h index 2dcdc2c..be63558 100644 --- a/src/sound/sound.h +++ b/src/sound/sound.h @@ -1,242 +1,165 @@ -// * This file is part of the COLOBOT source code -// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch -// * -// * This program is free software: you can redistribute it and/or modify -// * it under the terms of the GNU General Public License as published by -// * the Free Software Foundation, either version 3 of the License, or -// * (at your option) any later version. -// * -// * This program is distributed in the hope that it will be useful, -// * but WITHOUT ANY WARRANTY; without even the implied warranty of -// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// * GNU General Public License for more details. -// * -// * You should have received a copy of the GNU General Public License -// * along with this program. If not, see http://www.gnu.org/licenses/. - -// sound.h - -#pragma once - - -#include - - -const int MAXFILES = 200; -const int MAXSOUND = 32; -const int MAXVOLUME = 20; -const int MAXOPER = 4; - -class CInstanceManager; - - -enum Sound -{ - SOUND_CLICK = 0, - SOUND_BOUM = 1, - SOUND_EXPLO = 2, - SOUND_FLYh = 3, // human - SOUND_FLY = 4, - SOUND_STEPs = 5, // smooth - SOUND_MOTORw = 6, // wheel - SOUND_MOTORt = 7, // tank - SOUND_MOTORr = 8, // roller - SOUND_ERROR = 9, - SOUND_CONVERT = 10, - SOUND_ENERGY = 11, - SOUND_PLOUF = 12, - SOUND_BLUP = 13, - SOUND_WARNING = 14, - SOUND_DERRICK = 15, - SOUND_LABO = 16, - SOUND_STATION = 17, - SOUND_REPAIR = 18, - SOUND_RESEARCH = 19, - SOUND_INSECTs = 20, // spider - SOUND_BURN = 21, - SOUND_TZOING = 22, - SOUND_GGG = 23, - SOUND_MANIP = 24, - SOUND_FIRE = 25, // shooting with fireball - SOUND_HUMAN1 = 26, // breathing - SOUND_STEPw = 27, // water - SOUND_SWIM = 28, - SOUND_RADAR = 29, - SOUND_BUILD = 30, - SOUND_ALARM = 31, // energy alarm - SOUND_SLIDE = 32, - SOUND_EXPLOi = 33, // insect - SOUND_INSECTa = 34, // ant - SOUND_INSECTb = 35, // bee - SOUND_INSECTw = 36, // worm - SOUND_INSECTm = 37, // mother - SOUND_TREMBLE = 38, - SOUND_PSHHH = 39, - SOUND_NUCLEAR = 40, - SOUND_INFO = 41, - SOUND_OPEN = 42, - SOUND_CLOSE = 43, - SOUND_FACTORY = 44, - SOUND_EGG = 45, - SOUND_MOTORs = 46, // submarine - SOUND_MOTORi = 47, // insect (legs) - SOUND_SHIELD = 48, - SOUND_FIREi = 49, // shooting with orgaball (insect) - SOUND_GUNDEL = 50, - SOUND_PSHHH2 = 51, // shield - SOUND_MESSAGE = 52, - SOUND_BOUMm = 53, // metal - SOUND_BOUMv = 54, // plant - SOUND_BOUMs = 55, // smooth - SOUND_EXPLOl = 56, // little - SOUND_EXPLOlp = 57, // little power - SOUND_EXPLOp = 58, // power - SOUND_STEPh = 59, // hard - SOUND_STEPm = 60, // metal - SOUND_POWERON = 61, - SOUND_POWEROFF = 62, - SOUND_AIE = 63, - SOUND_WAYPOINT = 64, - SOUND_RECOVER = 65, - SOUND_DEADi = 66, - SOUND_JOSTLE = 67, - SOUND_GFLAT = 68, - SOUND_DEADg = 69, // shooting death - SOUND_DEADw = 70, // drowning - SOUND_FLYf = 71, // reactor fail - SOUND_ALARMt = 72, // temperature alarm - SOUND_FINDING = 73, // finds a cache object - SOUND_THUMP = 74, - SOUND_TOUCH = 75, - SOUND_BLITZ = 76, - SOUND_MUSHROOM = 77, - SOUND_FIREp = 78, // shooting with phazer - SOUND_EXPLOg1 = 79, // impact gun 1 - SOUND_EXPLOg2 = 80, // impact gun 2 - SOUND_MOTORd = 81, // engine friction -}; - -enum SoundNext -{ - SOPER_CONTINUE = 1, - SOPER_STOP = 2, - SOPER_LOOP = 3, -}; - -struct SoundOper -{ - char bUsed; - float finalAmplitude; - float finalFrequency; - float totalTime; - float currentTime; - SoundNext nextOper; -}; - -struct SoundChannel -{ - char bUsed; // buffer used? - char bMute; // silence? - Sound type; // SOUND_* - int priority; // so great -> important - Math::Vector pos; // position in space - unsigned short uniqueStamp; // unique marker - LPDIRECTSOUNDBUFFER soundBuffer; - LPDIRECTSOUND3DBUFFER soundBuffer3D; - float startAmplitude; - float startFrequency; - float changeFrequency; - int initFrequency; - float volume; // 2D: volume 1..0 depending on position - float pan; // 2D: pan -1..+1 depending on position - SoundOper oper[MAXOPER]; -}; - - - -class CSound -{ -public: - CSound(CInstanceManager* iMan); - ~CSound(); - - void SetDebugMode(bool bMode); - bool Create(HWND hWnd, bool b3D); - void CacheAll(); - - void SetState(bool bState); - bool RetEnable(); - - void SetCDpath(char *path); - void SetAudioTrack(bool bAudio); - - void SetSound3D(bool bMode); - bool RetSound3D(); - bool RetSound3DCap(); - - void SetAudioVolume(int volume); - int RetAudioVolume(); - void SetMidiVolume(int volume); - int RetMidiVolume(); - - void SetListener(Math::Vector eye, Math::Vector lookat); - void FrameMove(float rTime); - - int Play(Sound sound, float amplitude=1.0f, float frequency=1.0f, bool bLoop=false); - int Play(Sound sound, Math::Vector pos, float amplitude=1.0f, float frequency=1.0f, bool bLoop=false); - bool FlushEnvelope(int channel); - bool AddEnvelope(int channel, float amplitude, float frequency, float time, SoundNext oper); - bool Position(int channel, Math::Vector pos); - bool Frequency(int channel, float frequency); - bool Stop(int channel); - bool StopAll(); - bool MuteAll(bool bMute); - - bool PlayMusic(int rank, bool bRepeat); - bool RestartMusic(); - void SuspendMusic(); - void StopMusic(); - bool IsPlayingMusic(); - void AdaptVolumeMusic(); - -protected: - bool CheckChannel(int &channel); - bool CreateSoundBuffer(int channel, DWORD size, DWORD freq, DWORD bitsPerSample, DWORD blkAlign, bool bStereo); - bool ReadData(LPDIRECTSOUNDBUFFER lpDSB, Sound sound, DWORD size); - bool CreateBuffer(int channel, Sound sound); - void ComputeVolumePan2D(int channel, const Math::Vector &pos); - bool ReadFile(Sound sound, char *metaname, char *filename); - int RetPriority(Sound sound); - bool SearchFreeBuffer(Sound sound, int &channel, bool &bAlreadyLoaded); - void OperNext(int channel); - bool PlayAudioTrack(int rank); - -protected: - CInstanceManager* m_iMan; - - HWND m_hWnd; - bool m_bEnable; - bool m_bState; - bool m_bAudioTrack; - bool m_ctrl3D; - bool m_bDebugMode; - LPDIRECTSOUND m_lpDS; - LPDIRECTSOUND3DLISTENER m_listener; - SoundChannel m_channel[MAXSOUND]; - char* m_files[MAXFILES]; - UINT m_MidiDeviceID; - int m_MIDIMusic; - bool m_bRepeatMusic; - int m_audioVolume; - int m_midiVolume; - int m_lastMidiVolume; - Math::Vector m_eye; - Math::Vector m_lookat; - float m_lastTime; - float m_playTime; - int m_uniqueStamp; - int m_maxSound; - char m_CDpath[100]; -}; - - +// * This file is part of the COLOBOT source code +// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch +// * Copyright (C) 2012, Polish Portal of Colobot (PPC) +// * +// * This program is free software: you can redistribute it and/or modify +// * it under the terms of the GNU General Public License as published by +// * the Free Software Foundation, either version 3 of the License, or +// * (at your option) any later version. +// * +// * This program is distributed in the hope that it will be useful, +// * but WITHOUT ANY WARRANTY; without even the implied warranty of +// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// * GNU General Public License for more details. +// * +// * You should have received a copy of the GNU General Public License +// * along with this program. If not, see http://www.gnu.org/licenses/. + +// sound.h + +#pragma once + + +#include "math/vector.h" + + +class CInstanceManager; + +namespace Snd { + +const int MAXFILES = 200; +const int MAXSOUND = 32; +const int MAXVOLUME = 20; +const int MAXOPER = 4; + + +enum Sound +{ + SOUND_CLICK = 0, + SOUND_BOUM = 1, + SOUND_EXPLO = 2, + SOUND_FLYh = 3, // human + SOUND_FLY = 4, + SOUND_STEPs = 5, // smooth + SOUND_MOTORw = 6, // wheel + SOUND_MOTORt = 7, // tank + SOUND_MOTORr = 8, // roller + SOUND_ERROR = 9, + SOUND_CONVERT = 10, + SOUND_ENERGY = 11, + SOUND_PLOUF = 12, + SOUND_BLUP = 13, + SOUND_WARNING = 14, + SOUND_DERRICK = 15, + SOUND_LABO = 16, + SOUND_STATION = 17, + SOUND_REPAIR = 18, + SOUND_RESEARCH = 19, + SOUND_INSECTs = 20, // spider + SOUND_BURN = 21, + SOUND_TZOING = 22, + SOUND_GGG = 23, + SOUND_MANIP = 24, + SOUND_FIRE = 25, // shooting with fireball + SOUND_HUMAN1 = 26, // breathing + SOUND_STEPw = 27, // water + SOUND_SWIM = 28, + SOUND_RADAR = 29, + SOUND_BUILD = 30, + SOUND_ALARM = 31, // energy alarm + SOUND_SLIDE = 32, + SOUND_EXPLOi = 33, // insect + SOUND_INSECTa = 34, // ant + SOUND_INSECTb = 35, // bee + SOUND_INSECTw = 36, // worm + SOUND_INSECTm = 37, // mother + SOUND_TREMBLE = 38, + SOUND_PSHHH = 39, + SOUND_NUCLEAR = 40, + SOUND_INFO = 41, + SOUND_OPEN = 42, + SOUND_CLOSE = 43, + SOUND_FACTORY = 44, + SOUND_EGG = 45, + SOUND_MOTORs = 46, // submarine + SOUND_MOTORi = 47, // insect (legs) + SOUND_SHIELD = 48, + SOUND_FIREi = 49, // shooting with orgaball (insect) + SOUND_GUNDEL = 50, + SOUND_PSHHH2 = 51, // shield + SOUND_MESSAGE = 52, + SOUND_BOUMm = 53, // metal + SOUND_BOUMv = 54, // plant + SOUND_BOUMs = 55, // smooth + SOUND_EXPLOl = 56, // little + SOUND_EXPLOlp = 57, // little power + SOUND_EXPLOp = 58, // power + SOUND_STEPh = 59, // hard + SOUND_STEPm = 60, // metal + SOUND_POWERON = 61, + SOUND_POWEROFF = 62, + SOUND_AIE = 63, + SOUND_WAYPOINT = 64, + SOUND_RECOVER = 65, + SOUND_DEADi = 66, + SOUND_JOSTLE = 67, + SOUND_GFLAT = 68, + SOUND_DEADg = 69, // shooting death + SOUND_DEADw = 70, // drowning + SOUND_FLYf = 71, // reactor fail + SOUND_ALARMt = 72, // temperature alarm + SOUND_FINDING = 73, // finds a cache object + SOUND_THUMP = 74, + SOUND_TOUCH = 75, + SOUND_BLITZ = 76, + SOUND_MUSHROOM = 77, + SOUND_FIREp = 78, // shooting with phazer + SOUND_EXPLOg1 = 79, // impact gun 1 + SOUND_EXPLOg2 = 80, // impact gun 2 + SOUND_MOTORd = 81, // engine friction +}; + +enum SoundNext +{ + SOPER_CONTINUE = 1, + SOPER_STOP = 2, + SOPER_LOOP = 3, +}; + +struct SoundOper +{ + char bUsed; + float finalAmplitude; + float finalFrequency; + float totalTime; + float currentTime; + Snd::SoundNext nextOper; +}; + +struct SoundChannel +{ + char bUsed; // buffer used? + char bMute; // silence? + Snd::Sound type; // SOUND_* + int priority; // so great -> important + Math::Vector pos; // position in space + unsigned short uniqueStamp; // unique marker +// LPDIRECTSOUNDBUFFER soundBuffer; +// LPDIRECTSOUND3DBUFFER soundBuffer3D; + float startAmplitude; + float startFrequency; + float changeFrequency; + int initFrequency; + float volume; // 2D: volume 1..0 depending on position + float pan; // 2D: pan -1..+1 depending on position + Snd::SoundOper oper[MAXOPER]; +}; + + + +class CSound +{ + // TODO +}; + +}; // namespace Sound -- cgit v1.2.3-1-g7c22