/** * @file audioengine_FMODSTUDIO.h * @brief Definition of LLAudioEngine class abstracting the audio * support as a FMOD Studio 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_FMODSTUDIO_H #define LL_AUDIOENGINE_FMODSTUDIO_H #include "llaudioengine.h" #include "lllistener_fmodstudio.h" #include "llwindgen.h" //Stubs class LLAudioStreamManagerFMODSTUDIO; namespace FMOD { class System; class Channel; class ChannelGroup; class Sound; class DSP; } typedef struct FMOD_DSP_DESCRIPTION FMOD_DSP_DESCRIPTION; //Interfaces class LLAudioEngine_FMODSTUDIO : public LLAudioEngine { public: LLAudioEngine_FMODSTUDIO(bool enable_profiler, bool verbose_debugging); virtual ~LLAudioEngine_FMODSTUDIO(); // 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; FMOD::System *getSystem() const {return mSystem;} 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; LLWindGen *mWindGen; FMOD_DSP_DESCRIPTION *mWindDSPDesc; FMOD::DSP *mWindDSP; FMOD::System *mSystem; bool mEnableProfiler; public: static FMOD::ChannelGroup *mChannelGroups[LLAudioEngine::AUDIO_TYPE_COUNT]; }; class LLAudioChannelFMODSTUDIO : public LLAudioChannel { public: LLAudioChannelFMODSTUDIO(FMOD::System *audioengine); virtual ~LLAudioChannelFMODSTUDIO(); void onRelease(); 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 *getSystem() const {return mSystemp;} FMOD::System *mSystemp; FMOD::Channel *mChannelp; S32 mLastSamplePos; friend class CFMODSoundChecks; }; class LLAudioBufferFMODSTUDIO : public LLAudioBuffer { public: LLAudioBufferFMODSTUDIO(FMOD::System *audioengine); virtual ~LLAudioBufferFMODSTUDIO(); /*virtual*/ bool loadWAV(const std::string& filename); /*virtual*/ U32 getLength(); friend class LLAudioChannelFMODSTUDIO; protected: FMOD::System *getSystem() const {return mSystemp;} FMOD::System *mSystemp; FMOD::Sound *getSound() const{ return mSoundp; } FMOD::Sound *mSoundp; friend class CFMODSoundChecks; }; #endif // LL_AUDIOENGINE_FMODSTUDIO_H