2 * $Logfile: /Freespace2/code/Sound/ds.h $
7 * Header file for interface to DirectSound
10 * Revision 1.2 2002/05/27 01:06:01 theoddone33
13 * Revision 1.1.1.1 2002/05/03 03:28:12 root
17 * 5 8/27/99 6:38p Alanl
18 * crush the blasted repeating messages bug
20 * 4 8/01/99 2:06p Alanl
21 * increase the rolloff for A3D
23 * 3 5/23/99 8:11p Alanl
24 * Added support for EAX
26 * 2 10/07/98 10:54a Dave
29 * 1 10/07/98 10:51a Dave
31 * 21 5/05/98 4:49p Lawrance
32 * Put in code to authenticate A3D, improve A3D support
34 * 20 4/20/98 12:03a Lawrance
35 * Allow prioritizing of CTRL3D buffers
37 * 19 4/18/98 9:12p Lawrance
38 * Added Aureal support.
40 * 18 4/13/98 5:04p Lawrance
41 * Write functions to determine how many milliseconds are left in a sound
43 * 17 3/23/98 10:32a Lawrance
44 * Add functions for extracting raw sound data
46 * 16 2/15/98 11:10p Lawrance
47 * more work on real-time voice system
49 * 15 2/15/98 4:43p Lawrance
50 * work on real-time voice
52 * 14 2/06/98 7:30p John
53 * Added code to monitor the number of channels of sound actually playing.
55 * 13 2/06/98 8:56a Allender
56 * fixed calling convention problem with DLL handles
58 * 12 2/04/98 6:08p Lawrance
59 * Read function pointers from dsound.dll, further work on
62 * 11 1/31/98 5:48p Lawrance
63 * Start on real-time voice recording
65 * 10 12/05/97 5:19p Lawrance
66 * re-do sound priorities to make more general and extensible
68 * 9 11/20/97 5:36p Dave
69 * Hooked in a bunch of main hall changes (including sound). Made it
70 * possible to reposition (rewind/ffwd)
71 * sound buffer pointers. Fixed animation direction change framerate
74 * 8 10/13/97 7:41p Lawrance
75 * store duration of sound
77 * 7 7/28/97 11:39a Lawrance
78 * allow individual volume scaling on 3D buffers
80 * 6 7/17/97 9:32a John
81 * made all directX header files name start with a v
83 * 5 7/15/97 11:15a Lawrance
84 * limit the max instances of simultaneous sound effects, implement
85 * priorities to force critical sounds
87 * 4 6/09/97 11:50p Lawrance
88 * integrating DirectSound3D
90 * 3 6/02/97 1:45p Lawrance
91 * implementing hardware mixing
93 * 2 5/29/97 12:04p Lawrance
94 * creation of file to hold DirectSound specific portions
109 #define DS_HARDWARE (1<<0)
111 #define DS_USE_DS3D (1<<2)
113 // Constants that DirectSound should assign, but doesn't
114 #define MAX_PAN 1500.0f
115 #define MIN_PITCH 100
116 #define MAX_PITCH 100000
119 // limits placed on how many concurrent sounds of the same type can play simultaneously
120 #define DS_MUST_PLAY 0
121 #define DS_LIMIT_ONE 1
122 #define DS_LIMIT_TWO 2
123 #define DS_LIMIT_THREE 3
125 #define DS_DUP_FAILED -99
127 typedef struct sound_info {
128 int format; // WAVE_FORMAT_* defines from mmreg.h
131 int avg_bytes_per_sec;
135 int duration; // time in ms for duration of sound
139 extern int ds_initialized;
141 extern LPDIRECTSOUNDBUFFER pPrimaryBuffer;
142 extern LPDIRECTSOUND pDirectSound;
144 extern HRESULT (__stdcall *pfn_DirectSoundCaptureCreate)(LPGUID lpGUID, LPDIRECTSOUNDCAPTURE *lplpDSC, LPUNKNOWN pUnkOuter);
147 int ds_init(int use_a3d, int use_eax);
149 void ds_get_primary_format(WAVEFORMATEX *wfx);
150 int ds_parse_wave(char *filename, ubyte **dest, uint *dest_size, WAVEFORMATEX **header);
151 int ds_load_buffer(int *sid, int *hid, int *final_size, void *header, sound_info *si, int flags);
152 void ds_unload_buffer(int sid, int hid);
153 int ds_play(int sid, int hid, int snd_id, int priority, int volume, int pan, int looping, bool is_voice_msg = false);
154 int ds_convert_volume(float volume); // Convert a volume from 0.0f->1.0f to -10000 -> 0
155 float ds_get_percentage_vol(int ds_vol); // Convert a volume from -10000 -> 0 to 0.0f->1.0f
156 int ds_get_channel(int sig);
157 int ds_is_channel_playing(int channel);
158 void ds_stop_channel(int channel);
159 void ds_stop_channel_all();
160 void ds_set_volume( int channel, int vol );
161 void ds_set_pan( int channel, int pan );
162 int ds_get_pitch(int channel);
163 void ds_set_pitch(int channel, int pitch);
164 void ds_chg_loop_status(int channel, int loop);
165 void ds_set_position(int channel, DWORD offset);
166 DWORD ds_get_play_position(int channel);
167 DWORD ds_get_write_position(int channel);
168 int ds_get_data(int sid, char *data);
169 int ds_get_size(int sid, int *size);
171 int ds_create_buffer(int frequency, int bits_per_sample, int nchannels, int nseconds);
172 int ds_lock_data(int sid, unsigned char *data, int size);
173 int ds_play_easy(int sid, int volume);
174 void ds_stop_easy(int sid);
175 int ds_get_channel_size(int channel);
176 int ds_is_3d_buffer(int sid);
180 unsigned int ds_get_primary_buffer_interface();
181 unsigned int ds_get_dsound_interface();
182 unsigned int ds_get_property_set_interface();
184 // Returns the number of channels that are actually playing
185 int ds_get_number_channels();
187 int ds3d_play( int sid, int hid, int snd_id, vector *pos, vector *vel, int min, int max, int looping, int max_volume, int estimated_vol, int priority=DS_MUST_PLAY );
189 // Get a character string for the error code
190 char *get_DSERR_text(int DSResult);
194 // --------------------
198 // --------------------
200 // EAX (listener) reverb property set {4a4e6fc1-c341-11d1-b73a-444553540000}
202 DEFINE_GUID(DSPROPSETID_EAX_ReverbProperties,
206 0xb7, 0x3a, 0x44, 0x45, 0x53, 0x54, 0x00, 0x00);
211 DSPROPERTY_EAX_ALL, // all reverb properties
212 DSPROPERTY_EAX_ENVIRONMENT, // standard environment no.
213 DSPROPERTY_EAX_VOLUME, // loudness of the reverb
214 DSPROPERTY_EAX_DECAYTIME, // how long the reverb lasts
215 DSPROPERTY_EAX_DAMPING // the high frequencies decay faster
216 } DSPROPERTY_EAX_REVERBPROPERTY;
218 #define EAX_NUM_STANDARD_PROPERTIES (DSPROPERTY_EAX_DAMPING + 1)
220 // use this structure for get/set all properties...
223 unsigned long environment; // 0 to EAX_ENVIRONMENT_COUNT-1
224 float fVolume; // 0 to 1
225 float fDecayTime_sec; // seconds, 0.1 to 100
226 float fDamping; // 0 to 1
227 } EAX_REVERBPROPERTIES;
232 EAX_ENVIRONMENT_GENERIC,
233 EAX_ENVIRONMENT_PADDEDCELL,
234 EAX_ENVIRONMENT_ROOM,
235 EAX_ENVIRONMENT_BATHROOM,
236 EAX_ENVIRONMENT_LIVINGROOM,
237 EAX_ENVIRONMENT_STONEROOM,
238 EAX_ENVIRONMENT_AUDITORIUM,
239 EAX_ENVIRONMENT_CONCERTHALL,
240 EAX_ENVIRONMENT_CAVE,
241 EAX_ENVIRONMENT_ARENA,
242 EAX_ENVIRONMENT_HANGAR,
243 EAX_ENVIRONMENT_CARPETEDHALLWAY,
244 EAX_ENVIRONMENT_HALLWAY,
245 EAX_ENVIRONMENT_STONECORRIDOR,
246 EAX_ENVIRONMENT_ALLEY,
247 EAX_ENVIRONMENT_FOREST,
248 EAX_ENVIRONMENT_CITY,
249 EAX_ENVIRONMENT_MOUNTAINS,
250 EAX_ENVIRONMENT_QUARRY,
251 EAX_ENVIRONMENT_PLAIN,
252 EAX_ENVIRONMENT_PARKINGLOT,
253 EAX_ENVIRONMENT_SEWERPIPE,
254 EAX_ENVIRONMENT_UNDERWATER,
255 EAX_ENVIRONMENT_DRUGGED,
256 EAX_ENVIRONMENT_DIZZY,
257 EAX_ENVIRONMENT_PSYCHOTIC,
259 EAX_ENVIRONMENT_COUNT // total number of environments
262 #define EAX_MAX_ENVIRONMENT (EAX_ENVIRONMENT_COUNT - 1)
264 // EAX buffer reverb property set {4a4e6fc0-c341-11d1-b73a-444553540000}
266 DEFINE_GUID(DSPROPSETID_EAXBUFFER_ReverbProperties,
270 0xb7, 0x3a, 0x44, 0x45, 0x53, 0x54, 0x00, 0x00);
275 DSPROPERTY_EAXBUFFER_ALL, // all reverb buffer properties
276 DSPROPERTY_EAXBUFFER_REVERBMIX // the wet source amount
277 } DSPROPERTY_EAXBUFFER_REVERBPROPERTY;
279 // use this structure for get/set all properties...
282 float fMix; // linear factor, 0.0F to 1.0F
283 } EAXBUFFER_REVERBPROPERTIES;
285 #define EAX_REVERBMIX_USEDISTANCE -1.0F // out of normal range
286 // signifies the reverb engine should
287 // calculate it's own reverb mix value
295 int ds_eax_set_preset(unsigned long envid);
297 int ds_eax_set_volume(float volume);
298 int ds_eax_set_decay_time(float seconds);
299 int ds_eax_set_damping(float damp);
300 int ds_eax_set_environment(unsigned long envid);
301 int ds_eax_set_all(unsigned long id, float volume, float damping, float decay);
302 int ds_eax_get_all(EAX_REVERBPROPERTIES *er);
303 int ds_eax_is_inited();
305 #endif /* __DS_H__ */