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// * 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 <dsound.h>
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];
};
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