VFmodManager::VFmodSoundInit_e VFmodManager::InitDevice() { bool bOutputPresent = ResetDriver(); if(!bOutputPresent || m_bOutputDevicePresent) //no further actions needed return VFMODSOUNDINIT_NO_SPEAKERS; #ifndef _VISION_PS3 FMOD_RESULT result = m_pEventSystem->init(m_config.iMaxChannels, FMOD_INIT_NORMAL, NULL, FMOD_EVENT_INIT_NORMAL); FMOD_WARNINGCHECK(result); #else VSpursHandler *spursHandler = Vision::GetSpursHandler(); VASSERT(spursHandler != NULL); CellSpurs *spurs = spursHandler->GetSpurs(); FMOD_PS3_EXTRADRIVERDATA extradriverdata; memset(&extradriverdata, 0, sizeof(FMOD_PS3_EXTRADRIVERDATA)); extradriverdata.spurs = spurs; /* Using SPURS */ extradriverdata.spu_thread_priority = 16; /* Default, THIS WILL BE IGNORED */ FMOD_RESULT result = m_pEventSystem->init(m_config.iMaxChannels, FMOD_INIT_NORMAL, (void *)&extradriverdata, FMOD_EVENT_INIT_NORMAL); FMOD_WARNINGCHECK(result); #endif // In case of missing sound card, we need to de-initialize the Fmod Event System. // However it is still ensured, that the application can be run, by preventing calls to native Fmod functions. if(result != FMOD_OK) { DeInitFmodSystem(); return VFMODSOUNDINIT_NO_HARDWARE; } m_bOutputDevicePresent = true; VisionFM_System(NULL, FMOD_SYSTEM_CALLBACKTYPE_DEVICELISTCHANGED, NULL, NULL); FMOD_ERRORCHECK(m_pSystem->set3DSettings(1.0, m_config.fFmodToVisionScale, 1.0f)); // get the master channel group where all sound instances go to initially FMOD_ERRORCHECK(m_pSystem->getMasterChannelGroup(&m_pMasterGroup)); VASSERT(m_pMasterGroup!=NULL); // create a special channel group for background music FMOD_ERRORCHECK(m_pSystem->createChannelGroup("music", &m_pMusicGroup)); VASSERT(m_pMusicGroup!=NULL); IVisCallbackDataObject_cl data(&OnAfterInitializeFmod); OnAfterInitializeFmod.TriggerCallbacks(&data); return VFMODSOUNDINIT_OK; }
void VFmodManager::InitFmodSystem() { // Give the application a chance to modify the m_config. VFmodConfigCallbackData config(&OnBeforeInitializeFmod, m_config); OnBeforeInitializeFmod.TriggerCallbacks(&config); // Set debug output level. Has only effect when using Fmod logging libs, otherwise will return FMOD_ERR_UNSUPPORTED. #ifdef HK_DEBUG_SLOW FMOD_WARNINGCHECK(FMOD::Debug_SetLevel(m_config.iDebugLevel)); #endif // initialize memory { FMOD_RESULT result = FMOD_OK; if (!m_config.bUseMemoryPool) result = FMOD::Memory_Initialize(NULL, 0, VisionFM_Alloc, VisionFM_Realloc, VisionFM_Free, 0); else { #ifndef _VISION_XENON pMemoryPool = vMemAlloc(m_config.iMemoryPoolSize); #else pMemoryPool = VFmodXenonAlloc(m_config.iMemoryPoolSize, true); #endif VASSERT(pMemoryPool != NULL); result = FMOD::Memory_Initialize(pMemoryPool,m_config.iMemoryPoolSize, NULL, NULL, NULL); } // In case the old Sound Plugin and the new Fmod Plugin are both loaded inside vForge (required for converting scenes), // it can happen that the Fmod system is already initialized by the old Sound Plugin. Then Memory_Initialize() will be // called after Fmod system is already initialized, which is illegal. Therefore inside vForge failing to call Memory_Initialize() // in such a case is not treated as fatal error. Fmod will simply not use Vision De-/ Allocators or a preallocated memory block, // instead it will use it own de-/ allocators. This should be fine in case of converting scenes. Otherwise it should be anyway // avoided to load both plugins simultaneously. if (!Vision::Editor.IsInEditor()) FMOD_ERRORCHECK(result); else { if(result == FMOD_ERR_INITIALIZED) Vision::Error.Warning("Failed to initialize Fmod memory system, this is most probably because the old Sound Plugin is loaded, too. This should only be done for converting scenes."); else FMOD_ERRORCHECK(result); } } FMOD_ERRORCHECK(FMOD::EventSystem_Create(&m_pEventSystem)); #ifdef VFMOD_SUPPORTS_NETWORK if (m_config.bUseNetworkSystem) { #ifdef _VISION_PS3 bool bNetworkInitialized = VInitializeNetworkPS3(); VASSERT(bNetworkInitialized == true); #endif FMOD_ERRORCHECK(FMOD::NetEventSystem_Init(m_pEventSystem)); } #endif FMOD_ERRORCHECK(m_pEventSystem->getSystemObject(&m_pSystem)); unsigned int iVersion = 0; FMOD_ERRORCHECK(m_pEventSystem->getVersion(&iVersion)); VASSERT(iVersion >= FMOD_VERSION) FMOD_ERRORCHECK(m_pSystem->setSoftwareFormat(m_config.iSampleRate, m_config.iFormat, 0,m_config.iMaxInputChannels, m_config.iResampleMethod)); // install file manager callbacks FMOD_ERRORCHECK(m_pSystem->setFileSystem(VisionFM_Open, VisionFM_Close, VisionFM_Read, VisionFM_Seek, NULL, NULL, 4096)); #ifdef _VISION_ANDROID // Increase DSP buffer size on Android { unsigned int iBlocksize = 0; int iNumblocks = 0; m_pSystem->getDSPBufferSize(&iBlocksize, &iNumblocks); m_pSystem->setDSPBufferSize(iBlocksize*2, iNumblocks); #ifdef HK_DEBUG_SLOW int iBufferSize = iNumblocks*iBlocksize; Vision::Error.Warning("Fmod DSP buffer size increased from %i to %i, in order to get correct sound output", iBufferSize, iBufferSize*2); #endif } #endif #ifndef _VISION_PS3 FMOD_RESULT result = m_pEventSystem->init(m_config.iMaxChannels, FMOD_INIT_NORMAL, NULL, FMOD_EVENT_INIT_NORMAL); FMOD_WARNINGCHECK(result); #else VSpursHandler *spursHandler = Vision::GetSpursHandler(); VASSERT(spursHandler != NULL); CellSpurs *spurs = spursHandler->GetSpurs(); FMOD_PS3_EXTRADRIVERDATA extradriverdata; memset(&extradriverdata, 0, sizeof(FMOD_PS3_EXTRADRIVERDATA)); extradriverdata.spurs = spurs; /* Using SPURS */ extradriverdata.spu_thread_priority = 16; /* Default, THIS WILL BE IGNORED */ FMOD_RESULT result = m_pEventSystem->init(m_config.iMaxChannels, FMOD_INIT_NORMAL, (void *)&extradriverdata, FMOD_EVENT_INIT_NORMAL); FMOD_WARNINGCHECK(result); #endif // In case of missing sound card, we need to deinitialize the Fmod Event System. // However it is still ensured, that the application can be run, by preventing calls to native Fmod functions. if(result != FMOD_OK) { DeInitFmodSystem(); Vision::Error.Warning("The application will run without sound output!"); return; } FMOD_ERRORCHECK(m_pSystem->set3DSettings(1.0, m_config.fFmodToVisionScale, 1.0f)); // get the master channel group where all sound instances go to initially FMOD_ERRORCHECK(m_pSystem->getMasterChannelGroup(&m_pMasterGroup)); VASSERT(m_pMasterGroup!=NULL); // create a special channel group for background music FMOD_ERRORCHECK(m_pSystem->createChannelGroup("music", &m_pMusicGroup)); VASSERT(m_pMusicGroup!=NULL); IVisCallbackDataObject_cl data(&OnAfterInitializeFmod); OnAfterInitializeFmod.TriggerCallbacks(&data); }