cleaned up and documented. ready for use.
This was SVN commit r1275.
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@ -1,6 +1,28 @@
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// OpenAL sound engine
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//
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// Copyright (c) 2004 Jan Wassenberg
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// 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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// General Public License for more details.
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//
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// Contact info:
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// Jan.Wassenberg@stud.uni-karlsruhe.de
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// http://www.stud.uni-karlsruhe.de/~urkt/
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#include "handle.h"
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//
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// device enumeration
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//
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// prepare to enumerate all device names (this resets the list returned by
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// snd_dev_next). return 0 on success, otherwise -1 (only if the requisite
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// OpenAL extension isn't available). on failure, a "cannot enum device"
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@ -14,6 +36,11 @@ extern int snd_dev_prepare_enum();
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// not thread-safe! (static data from snd_dev_prepare_enum is used)
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extern const char* snd_dev_next();
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//
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// sound system setup
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//
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// tell OpenAL to use the specified device (0 for default) in future.
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// if OpenAL hasn't been initialized yet, we only remember the device
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// name, which will be set when oal_init is later called; otherwise,
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@ -23,30 +50,84 @@ extern const char* snd_dev_next();
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// sounds are actually played).
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// return 0 to indicate success, or the status returned while initializing
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// OpenAL.
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extern int snd_dev_set(const char* new_alc_dev_name);
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extern int snd_dev_set(const char* alc_new_dev_name);
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// set maximum number of voices to play simultaneously,
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// to reduce mixing cost on low-end systems.
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// return 0 on success, or 1 if limit was ignored
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// (e.g. if higher than an implementation-defined limit anyway).
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extern int snd_set_max_voices(uint cap);
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// set amplitude modifier, which is effectively applied to all sounds.
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// must be non-negative; 1 -> unattenuated, 0.5 -> -6 dB, 0 -> silence.
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extern int snd_set_master_gain(float gain);
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extern int snd_set_max_src(uint cap);
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//
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// sound instance
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//
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// open and return a handle to the sound specified by the
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// definition file <def_fn> (it consists of filename and gain).
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//
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// is_stream (default false) forces the sound to be opened as a stream:
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// opening is faster, it won't be kept in memory, but only one instance
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// can be open at a time.
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extern Handle snd_open_def(const char* def_fn, bool stream = false);
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// open and return a handle to the sound <snd_fn>.
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// gain is set to the default, and may be changed via snd_set_gain.
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//
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// is_stream (default false) forces the sound to be opened as a stream:
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// opening is faster, it won't be kept in memory, but only one instance
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// can be open at a time.
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extern Handle snd_open(const char* snd_fn, bool stream = false);
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extern Handle snd_open(const char* fn, bool stream = false);
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extern int snd_play(Handle hs);
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// close the sound <hvs> and set hvs to 0. if it was playing,
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// it will be stopped. sounds are closed automatically when done
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// playing; this is provided for completeness only.
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extern int snd_free(Handle& hs);
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// request the sound <hs> be played. once done playing, the sound is
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// automatically closed (allows fire-and-forget play code).
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// if no hardware voice is available, this sound may not be played at all,
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// or in the case of looped sounds, later.
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// priority (min 0 .. max 1, default 0) indicates which sounds are
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// considered more important; this is attenuated by distance to the
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// listener (see snd_update)
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extern int snd_play(Handle hs, float priority = 0.0f);
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// change 3d position of the sound source.
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// if relative (default false), (x,y,z) is treated as relative to the
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// listener; otherwise, it is the position in world coordinates.
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// may be called at any time.
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extern int snd_set_pos(Handle hs, float x, float y, float z, bool relative = false);
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// change gain (amplitude modifier) of the sound source.
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// must be non-negative; 1 -> unattenuated, 0.5 -> -6 dB, 0 -> silence.
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extern int snd_set_gain(Handle hs, float gain);
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// enable/disable looping on the sound source.
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// used to implement variable-length sounds (e.g. while building).
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//
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// notes:
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// - looping sounds are not discarded if they cannot be played for lack of
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// a hardware voice at the moment play was requested.
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// - once looping is again disabled and the sound has reached its end,
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// the sound instance is freed automatically (as if never looped).
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extern int snd_set_loop(Handle hs, bool loop);
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//
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// sound engine
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//
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extern int snd_set_master_gain(float gain);
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// perform housekeeping (e.g. streaming); call once a frame.
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//
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// additionally, if any parameter is non-NULL, we set the listener
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// position, look direction, and up vector (in world coordinates).
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extern int snd_update(const float* pos, const float* dir, const float* up);
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// free all resources and shut down the sound system.
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// call before h_mgr_shutdown.
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extern void snd_shutdown();
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