static HRESULT WINAPI IDirectSound3DListenerImpl_CommitDeferredSettings( LPDIRECTSOUND3DLISTENER iface) { IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface; TRACE("\n"); DSOUND_ChangeListener(This); return DS_OK; }
static HRESULT WINAPI IDirectSound3DListenerImpl_CommitDeferredSettings(IDirectSound3DListener *iface) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("\n"); DSOUND_ChangeListener(This); return DS_OK; }
static HRESULT WINAPI IDirectSound3DListenerImpl_SetRolloffFactor(IDirectSound3DListener *iface, D3DVALUE fRolloffFactor, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("setting: Rolloff Factor = %f; dwApply = %d\n", fRolloffFactor, dwApply); This->device->ds3dl.flRolloffFactor = fRolloffFactor; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; }
static HRESULT WINAPI IDirectSound3DListenerImpl_SetAllParameters(IDirectSound3DListener *iface, const DS3DLISTENER *lpcDS3DL, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("setting: all parameters; dwApply = %d\n", dwApply); This->device->ds3dl = *lpcDS3DL; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; }
static HRESULT WINAPI IDirectSound3DListenerImpl_SetDopplerFactor( LPDIRECTSOUND3DLISTENER iface, D3DVALUE fDopplerFactor, DWORD dwApply) { IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface; TRACE("setting: Doppler Factor = %f; dwApply = %d\n", fDopplerFactor, dwApply); This->device->ds3dl.flDopplerFactor = fDopplerFactor; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; }
static HRESULT WINAPI IDirectSound3DListenerImpl_SetAllParameters( LPDIRECTSOUND3DLISTENER iface, LPCDS3DLISTENER lpcDS3DL, DWORD dwApply) { IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface; TRACE("setting: all parameters; dwApply = %d\n", dwApply); This->device->ds3dl = *lpcDS3DL; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; }
static HRESULT WINAPI IDirectSound3DListenerImpl_SetVelocity(IDirectSound3DListener *iface, D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply); This->device->ds3dl.vVelocity.x = x; This->device->ds3dl.vVelocity.y = y; This->device->ds3dl.vVelocity.z = z; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; }
static HRESULT WINAPI IDirectSound3DListenerImpl_SetPosition( LPDIRECTSOUND3DLISTENER iface, D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply) { IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface; TRACE("setting: Position vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply); This->device->ds3dl.vPosition.x = x; This->device->ds3dl.vPosition.y = y; This->device->ds3dl.vPosition.z = z; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; }
static HRESULT WINAPI IDirectSound3DListenerImpl_SetOrientation(IDirectSound3DListener *iface, D3DVALUE xFront, D3DVALUE yFront, D3DVALUE zFront, D3DVALUE xTop, D3DVALUE yTop, D3DVALUE zTop, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("setting: Front vector = (%f,%f,%f); Top vector = (%f,%f,%f); dwApply = %d\n", xFront, yFront, zFront, xTop, yTop, zTop, dwApply); This->device->ds3dl.vOrientFront.x = xFront; This->device->ds3dl.vOrientFront.y = yFront; This->device->ds3dl.vOrientFront.z = zFront; This->device->ds3dl.vOrientTop.x = xTop; This->device->ds3dl.vOrientTop.y = yTop; This->device->ds3dl.vOrientTop.z = zTop; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; }