/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. RTCW SP Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with RTCW SP Source Code. If not, see . In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /* * idSound.cpp * osxDOOM * * Created by zaphod on Thu Mar 08 2001. * */ #include "idAudio.h" void idSound::start() { } void idSound::finish() { } idSound::idSound( const char *sname ) { int hr; name = new idStr( sname ); // give me a name lastTimeUsed = -1; pSound = NULL; // Load the wave file into a DirectSound buffer hr = idSpeak->hw->Create( &pSound, name->c_str(), DSBCAPS_CTRL3D, DS3DALG_HRTF_FULL ); if ( hr != E_FAIL ) { // Get the 3D buffer from the secondary buffer pSound->Get3DBufferInterfaces( idSpeak->getMinDistance(), idSpeak->getMaxDistance() ); flags.set( LOADED ); } else { SAFE_DELETE( pSound ); } } idSound::~idSound() { } void idSound::play( const int dwFlags ) { if ( !flags.test( LOADED ) ) { int hr; pSound = NULL; hr = idSpeak->hw->Create( &pSound, name->c_str(), 0, GUID_NULL ); if ( hr != E_FAIL ) { flags.set( LOADED ); } else { SAFE_DELETE( pSound ); } } if ( pSound ) { bIndex = pSound->GetFreeIndex(); if ( bIndex != -1 ) { pSound->Play( bIndex, 0, dwFlags ); } } } void idSound::stop() { if ( pSound ) { pSound->Stop( bIndex ); } } void idSound::update3D( const idVec3& pos, const idVec3& vel ) { if ( flags.test( LOADED ) ) { pSound->SetPosition( bIndex, pos[0], pos[1], pos[2] ); pSound->SetVelocity( bIndex, vel[0], vel[1], vel[2] ); } } void idSound::play3D( const int dwFlags, const idVec3& pos, const idVec3& vel ) { if ( !flags.test( LOADED ) ) { int hr; pSound = NULL; // Load the wave file into a DirectSound buffer hr = idSpeak->hw->Create( &pSound, name->c_str(), DSBCAPS_CTRL3D, DS3DALG_HRTF_FULL ); if ( hr != E_FAIL ) { pSound->Get3DBufferInterfaces( idSpeak->getMinDistance(), idSpeak->getMaxDistance() ); flags.set( LOADED ); } else { SAFE_DELETE( pSound ); } } if ( pSound ) { bIndex = pSound->GetFreeIndex(); if ( bIndex != -1 ) { pSound->SetPosition( bIndex, pos[0], pos[1], pos[2] ); pSound->SetVelocity( bIndex, vel[0], vel[1], vel[2] ); pSound->Play( bIndex, 0, dwFlags ); } } }