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