A stab at fmodex support on windows. To use, install 'FMOD Ex Programmers API' to its defualt program files directory, and run develop.py with -DFMODEX:BOOL=ON set. That /should/ be all it takes.
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132
indra/llaudio/llaudioengine_fmodex.h
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132
indra/llaudio/llaudioengine_fmodex.h
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/**
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* @file audioengine_FMODEX.h
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* @brief Definition of LLAudioEngine class abstracting the audio
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* support as a FMOD 3D implementation
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_AUDIOENGINE_FMODEX_H
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#define LL_AUDIOENGINE_FMODEX_H
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#include "llaudioengine.h"
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#include "lllistener_fmod.h"
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#include "llwindgen.h"
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//Stubs
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class LLAudioStreamManagerFMODEX;
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namespace FMOD
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{
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class System;
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class Channel;
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class Sound;
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class DSP;
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}
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//Interfaces
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class LLAudioEngine_FMODEX : public LLAudioEngine
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{
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public:
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LLAudioEngine_FMODEX();
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virtual ~LLAudioEngine_FMODEX();
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// initialization/startup/shutdown
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virtual bool init(const S32 num_channels, void *user_data);
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virtual std::string getDriverName(bool verbose);
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virtual void allocateListener();
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virtual void shutdown();
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/*virtual*/ bool initWind();
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/*virtual*/ void cleanupWind();
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/*virtual*/void updateWind(LLVector3 direction, F32 camera_height_above_water);
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typedef F32 MIXBUFFERFORMAT;
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protected:
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/*virtual*/ LLAudioBuffer *createBuffer(); // Get a free buffer, or flush an existing one if you have to.
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/*virtual*/ LLAudioChannel *createChannel(); // Create a new audio channel.
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/*virtual*/ void setInternalGain(F32 gain);
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bool mInited;
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// On Windows, userdata is the HWND of the application window.
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void* mUserData;
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LLWindGen<MIXBUFFERFORMAT> *mWindGen;
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FMOD::DSP *mWindDSP;
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FMOD::System *mSystem;
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};
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class LLAudioChannelFMODEX : public LLAudioChannel
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{
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public:
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LLAudioChannelFMODEX(FMOD::System *system);
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virtual ~LLAudioChannelFMODEX();
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protected:
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/*virtual*/ void play();
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/*virtual*/ void playSynced(LLAudioChannel *channelp);
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/*virtual*/ void cleanup();
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/*virtual*/ bool isPlaying();
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/*virtual*/ bool updateBuffer();
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/*virtual*/ void update3DPosition();
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/*virtual*/ void updateLoop();
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void set3DMode(bool use3d);
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protected:
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FMOD::System *mSystem;
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FMOD::Channel *mChannelp;
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S32 mLastSamplePos;
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};
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class LLAudioBufferFMODEX : public LLAudioBuffer
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{
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public:
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LLAudioBufferFMODEX(FMOD::System *system);
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virtual ~LLAudioBufferFMODEX();
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/*virtual*/ bool loadWAV(const std::string& filename);
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/*virtual*/ U32 getLength();
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friend class LLAudioChannelFMODEX;
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void set3DMode(bool use3d);
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protected:
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FMOD::Sound *getSound() { return mSoundp; }
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FMOD::System *mSystem;
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FMOD::Sound *mSoundp;
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};
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#endif // LL_AUDIOENGINE_FMODEX_H
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