source-engine/public/soundsystem/snd_device.h

111 lines
4.0 KiB
C
Raw Normal View History

2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#ifndef SND_DEVICE_H
#define SND_DEVICE_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
//-----------------------------------------------------------------------------
// 4.28 fixed point stuff for real-time resampling
//-----------------------------------------------------------------------------
#define FIX_BITS 28
#define FIX_SCALE (1 << FIX_BITS)
#define FIX_MASK ((1 << FIX_BITS)-1)
#define FIX_FLOAT(a) ((int)((a) * FIX_SCALE))
#define FIX(a) (((int)(a)) << FIX_BITS)
#define FIX_INTPART(a) (((int)(a)) >> FIX_BITS)
#define FIX_FRACTION(a,b) (FIX(a)/(b))
#define FIX_FRACPART(a) ((a) & FIX_MASK)
typedef unsigned int fixedint;
//-----------------------------------------------------------------------------
// sound rate defines
//-----------------------------------------------------------------------------
#define SOUND_DMA_SPEED 44100 // hardware playback rate
#define SOUND_11k 11025 // 11khz sample rate
#define SOUND_22k 22050 // 22khz sample rate
#define SOUND_44k 44100 // 44khz sample rate
#define SOUND_ALL_RATES 1 // mix all sample rates
//-----------------------------------------------------------------------------
// Information about the channel
//-----------------------------------------------------------------------------
struct channel_t
{
int leftvol;
int rightvol;
float pitch;
};
//-----------------------------------------------------------------------------
// The audio device is responsible for mixing
//-----------------------------------------------------------------------------
abstract_class IAudioDevice
{
public:
// Add a virtual destructor to silence the clang warning.
// This is harmless but not important since the only derived class
// doesn't have a destructor.
virtual ~IAudioDevice() {}
// This initializes the sound hardware. true on success, false on failure
virtual bool Init( void ) = 0;
// This releases all sound hardware
virtual void Shutdown( void ) = 0;
// device parameters
virtual const char *DeviceName( void ) const = 0;
virtual int DeviceChannels( void ) const = 0; // 1 = mono, 2 = stereo
virtual int DeviceSampleBits( void ) const = 0; // bits per sample (8 or 16)
virtual int DeviceSampleBytes( void ) const = 0; // above / 8
virtual int DeviceSampleRate( void ) const = 0; // Actual DMA speed
virtual int DeviceSampleCount( void ) const = 0; // Total samples in buffer
// Called each time a new paint buffer is mixed (may be multiple times per frame)
virtual void MixBegin( void ) = 0;
// Main mixing routines
virtual void Mix8Mono( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress, bool forward = true ) = 0;
virtual void Mix8Stereo( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress, bool forward = true ) = 0;
virtual void Mix16Mono( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress, bool forward = true ) = 0;
virtual void Mix16Stereo( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress, bool forward = true ) = 0;
// Size of the paint buffer in samples
virtual int PaintBufferSampleCount( void ) const = 0;
// Adds a mixer to be mixed
virtual void AddSource( CAudioMixer *pSource ) = 0;
// Stops all sounds
virtual void StopSounds( void ) = 0;
// Updates sound mixing
virtual void Update( float time ) = 0;
// Resets the device
virtual void Flush( void ) = 0;
virtual int FindSourceIndex( CAudioMixer *pSource ) = 0;
virtual CAudioMixer *GetMixerForSource( CAudioSource *source ) = 0;
virtual void FreeChannel( int channelIndex ) = 0;
};
#endif // SND_DEVICE_H