Example #1
0
int dsound_set_buffer_3d_minimum_distance ( LPDIRECTSOUND3DBUFFER buffer, float distance )
{

	unsigned int
		dsrval;
#ifdef _WIN32
	dsrval = IDirectSound3DBuffer_SetMinDistance ( buffer, distance, DS3D_DEFERRED );

	if ( dsrval != DS_OK )
	{

		debug_log ( "Unable to set min distance of 3d buffer: %s", get_dsound_error_message ( dsrval ) );

		return ( FALSE );
	}
	else
	{

		return ( TRUE );
	}
#endif
}
Example #2
0
int I2_PlaySound(void *data, boolean play3d, sound3d_t *desc, int pan)
{
    sampleheader_t  *header = data;
    byte            *sample = (byte*) data + sizeof(sampleheader_t);
    sndsource_t     *sndbuf;
    void            *writePtr1=NULL, *writePtr2=NULL;
    DWORD           writeBytes1, writeBytes2;
    int             samplelen = header->length, freq = header->frequency, bits = 8;

    // Can we play sounds?
    if(!initOk || data == NULL) return 0;   // Sorry...

    if(snd_Resample != 1 && snd_Resample != 2 && snd_Resample != 4)
    {
        ST_Message("I2_PlaySound: invalid resample factor.\n");
        snd_Resample = 1;
    }

    // Get a buffer that's doing nothing.
    sndbuf = I2_GetFreeSource(play3d);
    sndbuf->startTime = I_GetTime();
    // Prepare the audio data.
    if(snd_Resample == 1 && !snd_16bits) // Play sounds as normal?
    {
        // No resampling necessary.
        sndbuf->freq = header->frequency;
    }
    else
    {
        // Resample the sound.
        sample = I_Resample8bitSound(sample, header->length, freq,
            snd_Resample, snd_16bits, &samplelen);
        if(snd_16bits) bits = 16;
        freq *= snd_Resample;
        sndbuf->freq = freq;
    }
    if(sndbuf->source)
    {
        // Release the old source.
        I2_KillSource(sndbuf);
    }
    // Create a new source.
    if(FAILED(hr = createDSBuffer(play3d? DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY
        | DSBCAPS_CTRL3D | DSBCAPS_MUTE3DATMAXDISTANCE | DSBCAPS_STATIC
        : DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLFREQUENCY
        | DSBCAPS_STATIC,
        header->length * snd_Resample, freq, bits, 1, &sndbuf->source)))
    {
        ST_Message("I2_PlaySound: couldn't create a new buffer (result = %d).\n", hr & 0xffff);
        memset(sndbuf, 0, sizeof(*sndbuf));
        return 0;
    }
    if(play3d)
    {
        // Query the 3D interface.
        if(FAILED(hr = IDirectSoundBuffer_QueryInterface(sndbuf->source, &IID_IDirectSound3DBuffer,
            &sndbuf->source3D)))
        {
            ST_Message("I2_PlaySound: couldn't get 3D buffer interface (result = %d).\n", hr & 0xffff);
            IDirectSoundBuffer_Release(sndbuf->source);
            memset(sndbuf, 0, sizeof(*sndbuf));
            return 0;
        }
    }

    // Lock the buffer.
    if(FAILED(hr = IDirectSoundBuffer_Lock(sndbuf->source, 0, samplelen,
        &writePtr1, &writeBytes1, &writePtr2, &writeBytes2, 0)))
    {
        I_error("I2_PlaySound: couldn't lock source (result = %d).\n", hr & 0xffff);
    }

    // Copy the data over.
    memcpy(writePtr1, sample, writeBytes1);
    if(writePtr2) memcpy(writePtr2, (char*) sample + writeBytes1, writeBytes2);

    // Unlock the buffer.
    if(FAILED(hr = IDirectSoundBuffer_Unlock(sndbuf->source, writePtr1, writeBytes1,
        writePtr2, writeBytes2)))
    {
        I_error("I2_PlaySound: couldn't unlock source (result = %d).\n", hr & 0xffff);
        return 0;
    }

    if(play3d)
    {
        // Set the 3D parameters of the source.
        if(desc->flags & DDSOUNDF_VERY_LOUD)
        {
            // You can hear this from very far away (e.g. thunderclap).
            IDirectSound3DBuffer_SetMinDistance(sndbuf->source3D, 10000, DS3D_DEFERRED);
            IDirectSound3DBuffer_SetMaxDistance(sndbuf->source3D, 20000, DS3D_DEFERRED);
        }
        else
        {
            IDirectSound3DBuffer_SetMinDistance(sndbuf->source3D, 100, DS3D_DEFERRED);
            IDirectSound3DBuffer_SetMaxDistance(sndbuf->source3D, MAX_SND_DIST, DS3D_DEFERRED);
        }
        if(desc->flags & DDSOUNDF_LOCAL)
            IDirectSound3DBuffer_SetMode(sndbuf->source3D, DS3DMODE_DISABLE, DS3D_DEFERRED);
    }
    else
    {
        // If playing in 2D mode, set the pan.
        I2_SetPan(sndbuf, pan/1000.0f);
    }
    I2_UpdateSource(sndbuf, desc);
    // Start playing the buffer.
    if(FAILED(hr = IDirectSoundBuffer_Play(sndbuf->source, 0, 0, 0)))
    {
        I_error("I2_PlaySound: couldn't start source (result = %d).\n", hr & 0xffff);
        return 0;
    }
    // Return the handle to the sound source.
    return (sndbuf->id = idGen++);
}