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.

This commit is contained in:
Shyotl
2011-12-22 18:01:07 -06:00
parent 6920bee5e2
commit c73414f1a1
14 changed files with 1914 additions and 31 deletions

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