예제 #1
0
void FmodAudioPlayer::init()
{
    //init
    FMOD_RESULT        result;
    FMOD::ChannelGroup *masterChannelGroup;

    unsigned int version;

    /*
     * Create a System object and initialize.
     */
    result = FMOD::System_Create(&pSystem);
    ERRCHECKWITHEXIT(result);

    result = pSystem->setOutput(FMOD_OUTPUTTYPE_ALSA);
    ERRCHECKWITHEXIT(result);

    result = pSystem->init(32, FMOD_INIT_NORMAL, 0);
    ERRCHECKWITHEXIT(result);

    result = pSystem->createChannelGroup("Channel Group", &pChannelGroup);
    ERRCHECKWITHEXIT(result);

    result = pSystem->getMasterChannelGroup(&masterChannelGroup);
    ERRCHECKWITHEXIT(result);

    result = masterChannelGroup->addGroup(pChannelGroup);
    ERRCHECKWITHEXIT(result);

    mapEffectSound.clear();
}
예제 #2
0
dmz::Boolean
dmz::AudioModuleFMOD::get_mute_all_state (Boolean &mute) {

   Boolean result (False);

   if (_system) {

      FMOD::ChannelGroup *masterChannelGroup (0);
      FMOD_RESULT fmodResult = _system->getMasterChannelGroup (&masterChannelGroup);

      if (masterChannelGroup &&
            _error_check ("Getting master channel group", fmodResult)) {

         fmodResult = masterChannelGroup->getMute (&mute);

         if (_error_check ("Getting mute state for all sounds", fmodResult)) {

            result = True;
         }
      }
   }

   return result;
}
예제 #3
0
void AudioEnvironment::setGain(float gain) {
	FMOD::ChannelGroup *channelgroup;
	_gain = gain;
	_system->getMasterChannelGroup(&channelgroup);
	channelgroup->setVolume(_gain);
} // AudioEnvironment::setGain
예제 #4
0
void InitFmod(){
	cfmod(FMOD::System_Create(&fmodSystem));

	u32 version = 0;
	cfmod(fmodSystem->getVersion(&version));
	if(version < FMOD_VERSION){
		std::cerr 
			<< "FMOD version of at least " << FMOD_VERSION 
			<< " required. Version used " << version 
			<< std::endl;
		throw "FMOD Error";
	}

	cfmod(fmodSystem->init(100, FMOD_INIT_NORMAL, nullptr));

	FMOD::DSP* dsp;
	FMOD::DSP* compressor;

	{	FMOD_DSP_DESCRIPTION desc;
		memset(&desc, 0, sizeof(desc));

		// strncpy(desc.name, "Fuckyou", sizeof(desc.name));
		desc.numinputbuffers = 0;
		desc.numoutputbuffers = 1;
		desc.read = DSPCallback;
		desc.userdata = new DSPUserdata{/*sched, */0.0};

		cfmod(fmodSystem->createDSP(&desc, &dsp));
		cfmod(dsp->setChannelFormat(FMOD_CHANNELMASK_STEREO,2,FMOD_SPEAKERMODE_STEREO));
	}

	cfmod(fmodSystem->createDSPByType(FMOD_DSP_TYPE_COMPRESSOR, &compressor));

	cfmod(compressor->setParameterFloat(FMOD_DSP_COMPRESSOR_THRESHOLD, -13));
	cfmod(compressor->setParameterFloat(FMOD_DSP_COMPRESSOR_ATTACK, 1));
	cfmod(compressor->setBypass(false));
	cfmod(dsp->setBypass(false));

	FMOD::ChannelGroup* mastergroup;
	cfmod(fmodSystem->getMasterChannelGroup(&mastergroup));
	cfmod(mastergroup->addDSP(0, compressor));
	cfmod(fmodSystem->playDSP(dsp, mastergroup, false, &channel));
	cfmod(channel->setMode(FMOD_2D));
	cfmod(channel->setVolume(0.7f));

	FMOD::Reverb3D* reverb;
	cfmod(fmodSystem->createReverb3D(&reverb));

	// http://www.fmod.org/docs/content/generated/FMOD_REVERB_PROPERTIES.html

	FMOD_REVERB_PROPERTIES rprops = {
		.DecayTime			= 8000.0, //1500.0, /* Reverberation decay time in ms */
		.EarlyDelay			= 7.0, //7.0, /* Initial reflection delay time */
		.LateDelay			= 11.0, //11.0, /* Late reverberation delay time relative to initial reflection */
		.HFReference		= 5000.0, /* Reference high frequency (hz) */
		.HFDecayRatio		= 50.0, /* High-frequency to mid-frequency decay time ratio */
		.Diffusion			= 60.0, /* Value that controls the echo density in the late reverberation decay. */
		.Density			= 100.0, //100.0, /* Value that controls the modal density in the late reverberation decay */
		.LowShelfFrequency	= 250.0, /* Reference low frequency (hz) */
		.LowShelfGain		= 0.0, /* Relative room effect level at low frequencies */
		.HighCut			= 10000.0, /* Relative room effect level at high frequencies */
		.EarlyLateMix		= 50.0, /* Early reflections level relative to room effect */
		.WetLevel			= -12.0, //-6.0, /* Room effect level (at mid frequencies) */
	};

	cfmod(reverb->setProperties(&rprops));
}
예제 #5
0
int FMOD_Main()
{
    FMOD::System           *system;
    FMOD::Sound            *sound[3];
    FMOD::Channel          *channel = 0;
    FMOD::ChannelGroup     *channelgroup = 0;
    FMOD_RESULT             result;
    unsigned int            version, dsp_block_len, count;
    int                     outputrate = 0;
    void                   *extradriverdata = 0;
    
    Common_Init(&extradriverdata);

    /*
        Create a System object and initialize.
    */
    result = FMOD::System_Create(&system);
    ERRCHECK(result);

    result = system->getVersion(&version);
    ERRCHECK(result);

    if (version < FMOD_VERSION)
    {
        Common_Fatal("FMOD lib version %08x doesn't match header version %08x", version, FMOD_VERSION);
    }
    
    result = system->init(100, FMOD_INIT_NORMAL, extradriverdata);
    ERRCHECK(result);

    /*
        Get information needed later for scheduling.  The mixer block size, and the output rate of the mixer.
    */
    result = system->getDSPBufferSize(&dsp_block_len, 0);
    ERRCHECK(result);

    result = system->getSoftwareFormat(&outputrate, 0, 0);
    ERRCHECK(result);

    /*
        Load 3 sounds - these are just sine wave tones at different frequencies.  C, D and E on the musical scale.
    */
    result = system->createSound(Common_MediaPath("c.ogg"), FMOD_DEFAULT, 0, &sound[NOTE_C]);
    ERRCHECK(result);
    result = system->createSound(Common_MediaPath("d.ogg"), FMOD_DEFAULT, 0, &sound[NOTE_D]);
    ERRCHECK(result);
    result = system->createSound(Common_MediaPath("e.ogg"), FMOD_DEFAULT, 0, &sound[NOTE_E]);
    ERRCHECK(result);

    /* 
        Create a channelgroup that the channels will play on.  We can use this channelgroup as our clock reference. 
        It also means we can pause and pitch bend the channelgroup, without affecting the offsets of the delays, because the channelgroup clock
        which the channels feed off, will be pausing and speeding up/slowing down and still keeping the children in sync.
    */
    result = system->createChannelGroup("Parent", &channelgroup);
    ERRCHECK(result);

    unsigned int numsounds = sizeof(note) / sizeof(note[0]);

    /*
        Play all the sounds at once! Space them apart with set delay though so that they sound like they play in order.
    */
    for (count = 0; count < numsounds; count++)
    {
        static unsigned long long clock_start = 0;
        unsigned int slen;
        FMOD::Sound *s = sound[note[count]];                            /* Pick a note from our tune. */

        result = system->playSound(s, channelgroup, true, &channel);    /* Play the sound on the channelgroup we want to use as the parent clock reference (for setDelay further down) */
        ERRCHECK(result);

        if (!clock_start)
        {
            result = channel->getDSPClock(0, &clock_start);
            ERRCHECK(result);

            clock_start += (dsp_block_len * 2);                         /* Start the sound into the future, by 2 mixer blocks worth. */
                                                                        /* Should be enough to avoid the mixer catching up and hitting the clock value before we've finished setting up everything. */
                                                                        /* Alternatively the channelgroup we're basing the clock on could be paused to stop it ticking. */
        }
        else
        {
            float freq;

            result = s->getLength(&slen, FMOD_TIMEUNIT_PCM);            /* Get the length of the sound in samples. */
            ERRCHECK(result);

            result = s->getDefaults(&freq, 0);                          /* Get the default frequency that the sound was recorded at. */
            ERRCHECK(result);

            slen = (unsigned int)((float)slen / freq * outputrate);     /* Convert the length of the sound to 'output samples' for the output timeline. */
            
            clock_start += slen;                                        /* Place the sound clock start time to this value after the last one. */
        }

        result = channel->setDelay(clock_start, 0, false);              /* Schedule the channel to start in the future at the newly calculated channelgroup clock value. */
        ERRCHECK(result);

        result = channel->setPaused(false);                             /* Unpause the sound.  Note that you won't hear the sounds, they are scheduled into the future. */
        ERRCHECK(result);
    }

    /*
        Main loop.
    */
    do
    {
        Common_Update();

        if (Common_BtnPress(BTN_ACTION1))                               /* Pausing the channelgroup as the clock parent, will pause any scheduled sounds from continuing */
        {                                                               /* If you paused the channel, this would not stop the clock it is delayed against from ticking,  */
            bool paused;                                                /* and you'd have to recalculate the delay for the channel into the future again before it was unpaused. */
            result = channelgroup->getPaused(&paused);
            ERRCHECK(result);
            result = channelgroup->setPaused(!paused);
            ERRCHECK(result);
        }
        if (Common_BtnPress(BTN_ACTION2)) 
        {                                 
            for (count = 0; count < 50; count++)
            {
                float pitch;
                result = channelgroup->getPitch(&pitch);
                ERRCHECK(result);
                pitch += 0.01f;
                result = channelgroup->setPitch(pitch);
                ERRCHECK(result);

                result = system->update();
                ERRCHECK(result);

                Common_Sleep(10);
            }
        }
        if (Common_BtnPress(BTN_ACTION3)) 
        {                                 
            for (count = 0; count < 50; count++)
            {
                float pitch;
                result = channelgroup->getPitch(&pitch);
                ERRCHECK(result);

                if (pitch > 0.1f)
                {
                    pitch -= 0.01f;
                }
                result = channelgroup->setPitch(pitch);
                ERRCHECK(result);
                
                result = system->update();
                ERRCHECK(result);

                Common_Sleep(10);
            }
        }

        result = system->update();
        ERRCHECK(result);

        /*
            Print some information
        */
        {
            bool    playing = false;
            bool    paused = false;
            int     chansplaying;

            if (channelgroup)
            {
                result = channelgroup->isPlaying(&playing);
                if ((result != FMOD_OK) && (result != FMOD_ERR_INVALID_HANDLE))
                {
                    ERRCHECK(result);
                }

                result = channelgroup->getPaused(&paused);
                if ((result != FMOD_OK) && (result != FMOD_ERR_INVALID_HANDLE))
                {
                    ERRCHECK(result);
                }
            }

            result = system->getChannelsPlaying(&chansplaying);
            ERRCHECK(result);

            Common_Draw("==================================================");
            Common_Draw("Gapless Playback example.");
            Common_Draw("Copyright (c) Firelight Technologies 2004-2014.");
            Common_Draw("==================================================");
            Common_Draw("");
            Common_Draw("Press %s to toggle pause", Common_BtnStr(BTN_ACTION1));
            Common_Draw("Press %s to increase pitch", Common_BtnStr(BTN_ACTION2));
            Common_Draw("Press %s to decrease pitch", Common_BtnStr(BTN_ACTION3));
            Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));
            Common_Draw("");
            Common_Draw("Channels Playing %d : %s", chansplaying, paused ? "Paused " : playing ? "Playing" : "Stopped");
        }

        Common_Sleep(50);
    } while (!Common_BtnPress(BTN_QUIT));

    /*
        Shut down
    */
    result = sound[NOTE_C]->release();
    ERRCHECK(result);
    result = sound[NOTE_D]->release();
    ERRCHECK(result);
    result = sound[NOTE_E]->release();
    ERRCHECK(result);

    result = system->close();
    ERRCHECK(result);
    result = system->release();
    ERRCHECK(result);

    Common_Close();

    return 0;
}
예제 #6
0
int FMOD_Main()
{
    FMOD::System       *system        = 0;
    FMOD::Sound        *sound         = 0;
    FMOD::Channel      *channel       = 0;
    FMOD::ChannelGroup *mastergroup   = 0; 
    FMOD::DSP          *dsplowpass    = 0;
    FMOD::DSP          *dsphighpass   = 0;
    FMOD::DSP          *dspecho       = 0;
    FMOD::DSP          *dspflange     = 0;
    FMOD_RESULT         result;
    unsigned int        version;
    void               *extradriverdata = 0;

    Common_Init(&extradriverdata);

    /*
        Create a System object and initialize
    */
    result = FMOD::System_Create(&system);
    ERRCHECK(result);

    result = system->getVersion(&version);
    ERRCHECK(result);

    if (version < FMOD_VERSION)
    {
        Common_Fatal("FMOD lib version %08x doesn't match header version %08x", version, FMOD_VERSION);
    }

    result = system->init(32, FMOD_INIT_NORMAL, extradriverdata);
    ERRCHECK(result);

    result = system->getMasterChannelGroup(&mastergroup);
    ERRCHECK(result);

    result = system->createSound(Common_MediaPath("drumloop.wav"), FMOD_DEFAULT, 0, &sound);
    ERRCHECK(result);

    result = system->playSound(sound, 0, false, &channel);
    ERRCHECK(result);

    /*
        Create some effects to play with
    */
    result = system->createDSPByType(FMOD_DSP_TYPE_LOWPASS, &dsplowpass);
    ERRCHECK(result);
    result = system->createDSPByType(FMOD_DSP_TYPE_HIGHPASS, &dsphighpass);
    ERRCHECK(result);
    result = system->createDSPByType(FMOD_DSP_TYPE_ECHO, &dspecho);
    ERRCHECK(result);
    result = system->createDSPByType(FMOD_DSP_TYPE_FLANGE, &dspflange);
    ERRCHECK(result);

    /*
        Add them to the master channel group.  Each time an effect is added (to position 0) it pushes the others down the list.
    */
    result = mastergroup->addDSP(0, dsplowpass);
    ERRCHECK(result);
    result = mastergroup->addDSP(0, dsphighpass);
    ERRCHECK(result);
    result = mastergroup->addDSP(0, dspecho);
    ERRCHECK(result);
    result = mastergroup->addDSP(0, dspflange);
    ERRCHECK(result);

    /*
        By default, bypass all effects.  This means let the original signal go through without processing.
        It will sound 'dry' until effects are enabled by the user.
    */
    result = dsplowpass->setBypass(true);
    ERRCHECK(result);
    result = dsphighpass->setBypass(true);
    ERRCHECK(result);
    result = dspecho->setBypass(true);
    ERRCHECK(result);
    result = dspflange->setBypass(true);
    ERRCHECK(result);

    /*
        Main loop
    */
    do
    {
        Common_Update();

        if (Common_BtnPress(BTN_MORE))
        {
            bool paused;

            result = channel->getPaused(&paused);
            ERRCHECK(result);

            paused = !paused;

            result = channel->setPaused(paused);
            ERRCHECK(result);
        }

        if (Common_BtnPress(BTN_ACTION1))
        {
            bool bypass;

            result = dsplowpass->getBypass(&bypass);
            ERRCHECK(result);

            bypass = !bypass;

            result = dsplowpass->setBypass(bypass);
            ERRCHECK(result);
        }

        if (Common_BtnPress(BTN_ACTION2))
        {
            bool bypass;

            result = dsphighpass->getBypass(&bypass);
            ERRCHECK(result);

            bypass = !bypass;

            result = dsphighpass->setBypass(bypass);
            ERRCHECK(result);
        }

        if (Common_BtnPress(BTN_ACTION3))
        {
            bool bypass;

            result = dspecho->getBypass(&bypass);
            ERRCHECK(result);

            bypass = !bypass;

            result = dspecho->setBypass(bypass);
            ERRCHECK(result);
        }

        if (Common_BtnPress(BTN_ACTION4))
        {
            bool bypass;

            result = dspflange->getBypass(&bypass);
            ERRCHECK(result);

            bypass = !bypass;

            result = dspflange->setBypass(bypass);
            ERRCHECK(result);
        }

        result = system->update();
        ERRCHECK(result);

        {
            bool paused = 0;
            bool dsplowpass_bypass;
            bool dsphighpass_bypass;
            bool dspecho_bypass;
            bool dspflange_bypass;

            dsplowpass   ->getBypass(&dsplowpass_bypass);
            dsphighpass  ->getBypass(&dsphighpass_bypass);
            dspecho      ->getBypass(&dspecho_bypass);
            dspflange    ->getBypass(&dspflange_bypass);

            if (channel)
            {
                result = channel->getPaused(&paused);
                if ((result != FMOD_OK) && (result != FMOD_ERR_INVALID_HANDLE) && (result != FMOD_ERR_CHANNEL_STOLEN))
                {
                    ERRCHECK(result);
                }
            }

            Common_Draw("==================================================");
            Common_Draw("Effects Example.");
            Common_Draw("Copyright (c) Firelight Technologies 2004-2015.");
            Common_Draw("==================================================");
            Common_Draw("");
            Common_Draw("Press %s to pause/unpause sound", Common_BtnStr(BTN_MORE));
            Common_Draw("Press %s to toggle dsplowpass effect", Common_BtnStr(BTN_ACTION1));
            Common_Draw("Press %s to toggle dsphighpass effect", Common_BtnStr(BTN_ACTION2));
            Common_Draw("Press %s to toggle dspecho effect", Common_BtnStr(BTN_ACTION3));
            Common_Draw("Press %s to toggle dspflange effect", Common_BtnStr(BTN_ACTION4));
            Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));
            Common_Draw("");
            Common_Draw("%s : lowpass[%c] highpass[%c] echo[%c] flange[%c]", 
                    paused              ? "Paused " : "Playing",
                    dsplowpass_bypass   ? ' ' : 'x',
                    dsphighpass_bypass  ? ' ' : 'x',
                    dspecho_bypass      ? ' ' : 'x',
                    dspflange_bypass    ? ' ' : 'x');
        }

        Common_Sleep(50);
    } while (!Common_BtnPress(BTN_QUIT));

    /*
        Shut down
    */
    result = mastergroup->removeDSP(dsplowpass);
    ERRCHECK(result);
    result = mastergroup->removeDSP(dsphighpass);
    ERRCHECK(result);
    result = mastergroup->removeDSP(dspecho);
    ERRCHECK(result);
    result = mastergroup->removeDSP(dspflange);
    ERRCHECK(result);
    
    result = dsplowpass->release();
    ERRCHECK(result);
    result = dsphighpass->release();
    ERRCHECK(result);
    result = dspecho->release();
    ERRCHECK(result);
    result = dspflange->release();
    ERRCHECK(result);

    result = sound->release();
    ERRCHECK(result);
    result = system->close();
    ERRCHECK(result);
    result = system->release();
    ERRCHECK(result);

    Common_Close();

    return 0;
}
예제 #7
0
int FMOD_Main()
{
    FMOD::System       *system;
    FMOD::Sound        *sound;
    FMOD::Channel      *channel;
    FMOD::DSP          *mydsp;
    FMOD::ChannelGroup *mastergroup;
    FMOD_RESULT         result;
    unsigned int        version;
    void               *extradriverdata = 0;

    Common_Init(&extradriverdata);

    /*
        Create a System object and initialize.
    */
    result = FMOD::System_Create(&system);
    ERRCHECK(result);

    result = system->getVersion(&version);
    ERRCHECK(result);

    if (version < FMOD_VERSION)
    {
        Common_Fatal("FMOD lib version %08x doesn't match header version %08x", version, FMOD_VERSION);
    }

    result = system->init(32, FMOD_INIT_NORMAL, extradriverdata);
    ERRCHECK(result);

    result = system->createSound(Common_MediaPath("drumloop.wav"), FMOD_SOFTWARE | FMOD_LOOP_NORMAL, 0, &sound);
    ERRCHECK(result);

    result = system->playSound(sound, 0, false, &channel);
    ERRCHECK(result);

    /*
        Create the DSP effect.
    */  
    { 
        FMOD_DSP_DESCRIPTION dspdesc; 
        memset(&dspdesc, 0, sizeof(dspdesc));
        
        strncpy(dspdesc.name, "My first DSP unit", sizeof(dspdesc.name));
        dspdesc.version = 0x00010000;
        dspdesc.numinputbuffers = 1;
        dspdesc.numoutputbuffers = 1;
        dspdesc.read = myDSPCallback; 
        dspdesc.userdata = (void *)0x12345678; 

        result = system->createDSP(&dspdesc, &mydsp); 
        ERRCHECK(result); 
    } 

    /*
        Attach the DSP, inactive by default.
    */
    result = mydsp->setBypass(true);
    ERRCHECK(result);

    result = system->getMasterChannelGroup(&mastergroup);
    ERRCHECK(result);

    result = mastergroup->addDSP(0, mydsp, 0);
    ERRCHECK(result);

    /*
        Main loop.
    */
    do
    {
        bool bypass;

        Common_Update();

        result = mydsp->getBypass(&bypass);
        ERRCHECK(result);

        if (Common_BtnPress(BTN_ACTION1))
        {
            bypass = !bypass;
            
            result = mydsp->setBypass(bypass);
            ERRCHECK(result);
        }

        result = system->update();
        ERRCHECK(result);

        Common_Draw("==================================================");
        Common_Draw("Custom DSP Example.");
        Common_Draw("Copyright (c) Firelight Technologies 2004-2014.");
        Common_Draw("==================================================");
        Common_Draw("");
        Common_Draw("Press %s to toggle filter bypass", Common_BtnStr(BTN_ACTION1));
        Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));
        Common_Draw("");
        Common_Draw("Filter is %s", bypass ? "inactive" : "active");

        Common_Sleep(50);
    } while (!Common_BtnPress(BTN_QUIT));

    /*
        Shut down
    */
    result = sound->release();
    ERRCHECK(result);

    result = mastergroup->removeDSP(mydsp);
    ERRCHECK(result);
    result = mydsp->release();
    ERRCHECK(result);

    result = system->close();
    ERRCHECK(result);
    result = system->release();
    ERRCHECK(result);

    Common_Close();

    return 0;
}
예제 #8
0
int FMOD_Main()
{
    FMOD::Channel    *channel[2] = { 0,0 };
    FMOD_RESULT       result;
    int               outputrate, slot = 0;
    unsigned int      version;
    void             *extradriverdata = 0;
    bool              paused = false;

    Common_Init(&extradriverdata);
    
    result = FMOD::System_Create(&gSystem);
    ERRCHECK(result);
    
    result = gSystem->getVersion(&version);
    ERRCHECK(result);

    if (version < FMOD_VERSION)
    {
        Common_Fatal("FMOD lib version %08x doesn't match header version %08x", version, FMOD_VERSION);
    }
    
    result = gSystem->init(100, FMOD_INIT_NORMAL, extradriverdata);
    ERRCHECK(result);
       
    result = gSystem->getSoftwareFormat(&outputrate, 0, 0);
    ERRCHECK(result);   
   
#if !defined(USE_STREAMS)
    for (unsigned int count = 0; count < NUMSOUNDS; count++)
    {
        result = gSystem->createSound(soundname[count], FMOD_IGNORETAGS, 0, &sound[count]);
        ERRCHECK(result);
    }
#endif

    /*
        Kick off the first 2 sounds.  First one is immediate, second one will be triggered to start after the first one.
    */
    channel[slot] = queue_next_sound(outputrate, channel[1-slot], rand()%NUMSOUNDS, slot);
    slot = 1-slot;  /* flip */
    channel[slot] = queue_next_sound(outputrate, channel[1-slot], rand()%NUMSOUNDS, slot);
    slot = 1-slot;  /* flip */

    do
    {
        bool isplaying = false;

        Common_Update();

        if (Common_BtnPress(BTN_ACTION1))
        {
            FMOD::ChannelGroup *mastergroup;

            paused = !paused;

            result = gSystem->getMasterChannelGroup(&mastergroup);
            ERRCHECK(result);
            result = mastergroup->setPaused(paused);
            ERRCHECK(result);
        }

        result = gSystem->update();
        ERRCHECK(result);

        /*
            Replace the sound that just finished with a new sound, to create endless seamless stitching!
        */
        result = channel[slot]->isPlaying(&isplaying);
        if (result != FMOD_ERR_INVALID_HANDLE)
        {
            ERRCHECK(result);
        }

        if (!isplaying && !paused)
        {
#ifdef USE_STREAMS
            /* 
                Release the sound that isn't playing any more. 
            */
            result = sound[slot]->release();       
            ERRCHECK(result);
            sound[slot] = 0;
#endif

            /*
                Replace sound that just ended with a new sound, queued up to trigger exactly after the other sound ends.
            */
            channel[slot] = queue_next_sound(outputrate, channel[1-slot], rand()%NUMSOUNDS, slot);
            slot = 1-slot;  /* flip */
        }

        Common_Draw("==================================================");
        Common_Draw("Granular Synthesis SetDelay Example.");
        Common_Draw("Copyright (c) Firelight Technologies 2004-2014.");
        Common_Draw("==================================================");
        Common_Draw("");
        Common_Draw("Toggle #define USE_STREAM on/off in code to switch between streams and static samples.");
        Common_Draw("");
        Common_Draw("Press %s to pause", Common_BtnStr(BTN_ACTION1));
        Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));
        Common_Draw("");
        Common_Draw("Channels are %s", paused ? "paused" : "playing");

        Common_Sleep(10);   /* If you wait too long, ie longer than the length of the shortest sound, you will get gaps. */
    } while (!Common_BtnPress(BTN_QUIT));

    /*
        Shut down
    */
    for (unsigned int count = 0; count < sizeof(sound) / sizeof(sound[0]); count++)
    {
        if (sound[count])
        {
            result = sound[count]->release();
            ERRCHECK(result);
        }
    }
    
    result = gSystem->release();
    ERRCHECK(result);

    Common_Close();

    return 0;
}
예제 #9
0
	void FMOD_System::ResumePlayback()
	{
		FMOD::ChannelGroup *masterGroup;
		system->getMasterChannelGroup( &masterGroup );
		masterGroup->setPaused( false );
	}
int FMOD_Main()
{
    void *extradriverdata = 0;    
    Common_Init(&extradriverdata);

    /*
        Create a System object and initialize
    */
    FMOD_RESULT result;
    FMOD::System* system;
    result = FMOD::System_Create(&system);
    ERRCHECK(result);

    unsigned int version;
    result = system->getVersion(&version);
    ERRCHECK(result);

    if (version < FMOD_VERSION)
    {
        Common_Fatal("FMOD lib version %08x doesn't match header version %08x", version, FMOD_VERSION);
    }
    
    result = system->init(32, FMOD_INIT_NORMAL, extradriverdata);
    ERRCHECK(result);
        

    /*
        Create a new channel group to hold the convolution DSP unit
    */
    FMOD::ChannelGroup* reverbGroup;
    result = system->createChannelGroup("reverb", &reverbGroup);
    ERRCHECK(result);

    
    /*
        Create a new channel group to hold all the channels and process the dry path
    */
    FMOD::ChannelGroup* mainGroup;
    result = system->createChannelGroup("main", &mainGroup);
    ERRCHECK(result);

    /*
        Create the convultion DSP unit and set it as the tail of the channel group
    */
    FMOD::DSP* reverbUnit;    
    result = system->createDSPByType(FMOD_DSP_TYPE_CONVOLUTIONREVERB, &reverbUnit);
    ERRCHECK(result);
    result = reverbGroup->addDSP(FMOD_CHANNELCONTROL_DSP_TAIL, reverbUnit);
    ERRCHECK(result);

    /*
        Open the impulse response wav file, but use FMOD_OPENONLY as we want
        to read the data into a seperate buffer
    */
    FMOD::Sound* irSound;
    result = system->createSound(Common_MediaPath("standrews.wav"), FMOD_DEFAULT | FMOD_OPENONLY, NULL, &irSound);
    ERRCHECK(result);

    /*
        Retrieve the sound information for the Impulse Response input file
    */
    FMOD_SOUND_FORMAT irSoundFormat;
    FMOD_SOUND_TYPE irSoundType;
    int irSoundBits, irSoundChannels;
    result = irSound->getFormat(&irSoundType, &irSoundFormat, &irSoundChannels, &irSoundBits);
    ERRCHECK(result);
    unsigned int irSoundLength;
    result = irSound->getLength(&irSoundLength, FMOD_TIMEUNIT_PCM);
    ERRCHECK(result);

    
    if (irSoundFormat != FMOD_SOUND_FORMAT_PCM16)
    {
        /*
            For simplicity of the example, if the impulse response is the wrong format just display an error
        */        
        Common_Fatal("Impulse Response file is the wrong audio format");
    }

    /*
        The reverb unit expects a block of data containing a single 16 bit int containing
        the number of channels in the impulse response, followed by PCM 16 data
    */
    unsigned int irDataLength = sizeof(short) * (irSoundLength * irSoundChannels + 1);
    short* irData = (short*)malloc(irDataLength);
    irData[0] = irSoundChannels;
    unsigned int irDataRead;
    result = irSound->readData(&irData[1], irDataLength - sizeof(short), &irDataRead);
    ERRCHECK(result);
    result = reverbUnit->setParameterData(FMOD_DSP_CONVOLUTION_REVERB_PARAM_IR, irData, irDataLength);
    ERRCHECK(result);

    /*
        Don't pass any dry signal from the reverb unit, instead take the dry part
        of the mix from the main signal path
    */
    result = reverbUnit->setParameterFloat(FMOD_DSP_CONVOLUTION_REVERB_PARAM_DRY, -80.0f);    
    ERRCHECK(result);

    /*
        We can now free our copy of the IR data and release the sound object, the reverb unit 
        has created it's internal data
    */
    free(irData);
    result = irSound->release();
    ERRCHECK(result);
    
    /*
        Load up and play a sample clip recorded in an anechoic chamber
    */
    FMOD::Sound* sound;
    system->createSound(Common_MediaPath("singing.wav"), FMOD_3D | FMOD_LOOP_NORMAL, NULL, &sound);
    ERRCHECK(result);

    FMOD::Channel* channel;
    system->playSound(sound, mainGroup, true, &channel);
    ERRCHECK(result);
    
    /*
        Create a send connection between the channel head and the reverb unit
    */
    FMOD::DSP* channelHead;
    channel->getDSP(FMOD_CHANNELCONTROL_DSP_HEAD, &channelHead);
    ERRCHECK(result);
    FMOD::DSPConnection* reverbConnection;
    result = reverbUnit->addInput(channelHead, &reverbConnection, FMOD_DSPCONNECTION_TYPE_SEND);
    ERRCHECK(result);

    result = channel->setPaused(false);
    ERRCHECK(result);


    float wetVolume = 1.0;
    float dryVolume = 1.0;

    /*
        Main loop
    */
    do
    {
        Common_Update();

        if (Common_BtnPress(BTN_LEFT))
        {
            wetVolume = (wetVolume <= 0.0f) ? wetVolume : wetVolume - 0.05;
        }
        if (Common_BtnPress(BTN_RIGHT))
        {
            wetVolume = (wetVolume >= 1.0f) ? wetVolume : wetVolume + 0.05f;
        }        
        if (Common_BtnPress(BTN_DOWN))
        {
            dryVolume = (dryVolume <= 0.0f) ? dryVolume : dryVolume - 0.05f;
        }
        if (Common_BtnPress(BTN_UP))
        {
            dryVolume = (dryVolume >= 1.0f) ? dryVolume : dryVolume + 0.05f;
        }
        

        result = system->update();
        ERRCHECK(result);

        result = reverbConnection->setMix(wetVolume);
        ERRCHECK(result);
        result = mainGroup->setVolume(dryVolume);
        ERRCHECK(result);


        Common_Draw("==================================================");
        Common_Draw("Convolution Example.");
        Common_Draw("Copyright (c) Firelight Technologies 2004-2015.");
        Common_Draw("==================================================");
        Common_Draw("Press %s and %s to change dry mix", Common_BtnStr(BTN_UP), Common_BtnStr(BTN_DOWN));
        Common_Draw("Press %s and %s to change wet mix", Common_BtnStr(BTN_LEFT), Common_BtnStr(BTN_RIGHT));
        Common_Draw("wet mix [%.2f] dry mix [%.2f]", wetVolume, dryVolume);
        Common_Draw("Press %s to quit", Common_BtnStr(BTN_QUIT));
        Common_Draw("");

        Common_Sleep(50);
    } while (!Common_BtnPress(BTN_QUIT));

    /*
        Shut down
    */
    result = sound->release();
    ERRCHECK(result);
    result = mainGroup->release();
    ERRCHECK(result);
    result = reverbGroup->removeDSP(reverbUnit);
    ERRCHECK(result);
    result = reverbUnit->disconnectAll(true, true);
    ERRCHECK(result);
    result = reverbUnit->release();
    ERRCHECK(result);
    result = reverbGroup->release();
    ERRCHECK(result);
    result = system->close();
    ERRCHECK(result);
    result = system->release();
    ERRCHECK(result);

    Common_Close();

    return 0;
}
예제 #11
0
int main(int argc, char *argv[])
{
    FMOD::System     *system;
    FMOD::Sound      *sound;
    FMOD::Channel    *channel = 0;
    FMOD_RESULT       result;
    int               key;
    unsigned int      version;

    /*
        Create a System object and initialize.
    */
    result = FMOD::System_Create(&system);
    ERRCHECK(result);

    result = system->getVersion(&version);
    ERRCHECK(result);

    if (version < FMOD_VERSION)
    {
        printf("Error!  You are using an old version of FMOD %08x.  This program requires %08x\n", version, FMOD_VERSION);
        return 0;
    }

    result = system->init(1, FMOD_INIT_NORMAL, 0);
    ERRCHECK(result);

    result = system->createStream("../media/wave.mp3", FMOD_HARDWARE | FMOD_LOOP_NORMAL | FMOD_2D, 0, &sound);
    ERRCHECK(result);

    printf("====================================================================\n");
    printf("PlayStream Example.  Copyright (c) Firelight Technologies 2004-2011.\n");
    printf("====================================================================\n");
    printf("\n");
    printf("Press space to pause, Esc to quit\n");
    printf("\n");

    /*
        Play the sound.
    */

    result = system->playSound(FMOD_CHANNEL_FREE, sound, false, &channel);
    ERRCHECK(result);

    /*
        Main loop.
    */
    do
    {
        if (_kbhit())
        {
            key = _getch();

            switch (key)
            {
                case ' ' :
                {
                    bool paused;
                    channel->getPaused(&paused);
                    channel->setPaused(!paused);
                    break;
                }
                case 'p' : 
                { 
                    FMOD::ChannelGroup* masterGroup = NULL; 
                    system->getMasterChannelGroup(&masterGroup); 
                    if (masterGroup) 
                    { 
                        bool paused; 
                        masterGroup->getPaused(&paused); 
                        masterGroup->setPaused(!paused); 
                    } 
                    break; 
                }
            }
        }

        system->update();

        if (channel)
        {
            unsigned int ms;
            unsigned int lenms;
            bool         playing;
            bool         paused;

            result = channel->isPlaying(&playing);
            if ((result != FMOD_OK) && (result != FMOD_ERR_INVALID_HANDLE))
            {
                ERRCHECK(result);
            }

            result = channel->getPaused(&paused);
            if ((result != FMOD_OK) && (result != FMOD_ERR_INVALID_HANDLE))
            {
                ERRCHECK(result);
            }

            result = channel->getPosition(&ms, FMOD_TIMEUNIT_MS);
            if ((result != FMOD_OK) && (result != FMOD_ERR_INVALID_HANDLE))
            {
                ERRCHECK(result);
            }

            result = sound->getLength(&lenms, FMOD_TIMEUNIT_MS);
            if ((result != FMOD_OK) && (result != FMOD_ERR_INVALID_HANDLE))
            {
                ERRCHECK(result);
            }

            printf("Time %02d:%02d:%02d/%02d:%02d:%02d : %s\r", ms / 1000 / 60, ms / 1000 % 60, ms / 10 % 100, lenms / 1000 / 60, lenms / 1000 % 60, lenms / 10 % 100, paused ? "Paused " : playing ? "Playing" : "Stopped");
        }

        Sleep(10);

    } while (key != 27);

    printf("\n");

    /*
        Shut down
    */
    result = sound->release();
    ERRCHECK(result);
    result = system->close();
    ERRCHECK(result);
    result = system->release();
    ERRCHECK(result);

    return 0;
}
void AnalyzerToolUtils::getSpectrum(SoundAnalyzer* soundAnalyzer)
{
	//FMod variable
	boost::thread_group threadpool;

	FMOD::DSP* dspSpectrum;
	FMOD::ChannelGroup* masterChannel;
	FMOD::Channel* chan;
	FMOD_RESULT res;

	//Variable
	int sampleRate, musicSpectrumSize;
	unsigned int soundTime;
	float niquistRate, i = 0;


	//sound time in MS
	soundAnalyzer->Sound->getLength(&soundTime, FMOD_TIMEUNIT_MS);

	//DSP / FFT / Window
	soundAnalyzer->sys->createDSPByType(FMOD_DSP_TYPE_FFT, &dspSpectrum);
	dspSpectrum->setParameterInt(FMOD_DSP_FFT_WINDOWSIZE, soundAnalyzer->GetWindowSize());
	dspSpectrum->getParameterInt(FMOD_DSP_FFT_WINDOWSIZE, &musicSpectrumSize, 0, 0);
	dspSpectrum->setParameterInt(FMOD_DSP_FFT_WINDOWTYPE, FMOD_DSP_FFT_WINDOW_TRIANGLE);

	//Master Channel -> Add Dsp
	soundAnalyzer->sys->getMasterChannelGroup(&masterChannel);
	masterChannel->addDSP(0, dspSpectrum);
	soundAnalyzer->sys->setOutput(FMOD_OUTPUTTYPE_NOSOUND_NRT); //FMOD_OUTPUTTYPE_NOSOUND_NRT
	soundAnalyzer->sys->playSound(soundAnalyzer->Sound, masterChannel, false, &chan);

	soundAnalyzer->sys->setDSPBufferSize(SPECTRUM_BUFFER_SIZE, 0);

	soundAnalyzer->sys->update();

	//Get Samplerate
	soundAnalyzer->sys->getSoftwareFormat(&sampleRate, 0, 0);
	niquistRate = sampleRate / 2.0f;

	soundAnalyzer->data.SpectrumData.resize(static_cast<int>(soundTime / (((double)SPECTRUM_BUFFER_SIZE / (double)sampleRate) * 1000)) + 1);

	soundAnalyzer->SetFrequencyStep(musicSpectrumSize / niquistRate);

	int index = 0;
	//double val;
	do{
		FMOD_DSP_PARAMETER_FFT *dataSpectrum;
		dspSpectrum->getParameterData(FMOD_DSP_FFT_SPECTRUMDATA, (void **)&dataSpectrum, 0, 0, 0);
		
		SpectrumSegment segment(musicSpectrumSize / 2, musicSpectrumSize / niquistRate);
		threadpool.create_thread(boost::bind(&AnalyzerToolUtils::ExtractSpectrum, soundAnalyzer, boost::ref(dataSpectrum), musicSpectrumSize/2, musicSpectrumSize / niquistRate, index));
		/*for (int bin = 0; bin < dataSpectrum->length/2; bin++)
		{
			val = 0;
			for (int channel = 0; channel < MAX_CHANNELS; channel++)
			{
				val += dataSpectrum->spectrum[channel][bin];
			}
			segment.AddSegment(val);
		}

		soundAnalyzer->data.AddData(segment);*/
		soundAnalyzer->sys->update();
		index++;
		i += ((double)SPECTRUM_BUFFER_SIZE / (double)sampleRate) * 1000;
	} while (i < (soundTime));

	threadpool.join_all();
}
예제 #13
0
// Taken mostly from ActiveSound.cpp
void UFMODAudioComponent::UpdateInteriorVolumes()
{
	// Result of the ambient calculations to apply to the instance
	float AmbientVolumeMultiplier = 1.0f;
	float AmbientHighFrequencyGain = 1.0f;

	FInteriorSettings Ambient;
	const FVector& Location = GetOwner()->GetTransform().GetTranslation();
	AAudioVolume* AudioVolume = GetWorld()->GetAudioSettings(Location, NULL, &Ambient);

	const FFMODListener& Listener = IFMODStudioModule::Get().GetNearestListener(Location);
	if( InteriorLastUpdateTime < Listener.InteriorStartTime )
	{
		SourceInteriorVolume = CurrentInteriorVolume;
		SourceInteriorLPF = CurrentInteriorLPF;
		InteriorLastUpdateTime = FApp::GetCurrentTime();
	}


	bool bAllowSpatialization = true;
	if( Listener.Volume == AudioVolume || !bAllowSpatialization )
	{
		// Ambient and listener in same ambient zone
		CurrentInteriorVolume = ( SourceInteriorVolume * ( 1.0f - Listener.InteriorVolumeInterp ) ) + Listener.InteriorVolumeInterp;
		AmbientVolumeMultiplier *= CurrentInteriorVolume;

		CurrentInteriorLPF = ( SourceInteriorLPF * ( 1.0f - Listener.InteriorLPFInterp ) ) + Listener.InteriorLPFInterp;
		AmbientHighFrequencyGain *= CurrentInteriorLPF;

		//UE_LOG(LogFMOD, Verbose, TEXT( "Ambient in same volume. Volume *= %g LPF *= %g" ), CurrentInteriorVolume, CurrentInteriorLPF);
	}
	else
	{
		// Ambient and listener in different ambient zone
		if( Ambient.bIsWorldSettings )
		{
			// The ambient sound is 'outside' - use the listener's exterior volume
			CurrentInteriorVolume = ( SourceInteriorVolume * ( 1.0f - Listener.ExteriorVolumeInterp ) ) + ( Listener.InteriorSettings.ExteriorVolume * Listener.ExteriorVolumeInterp );
			AmbientVolumeMultiplier *= CurrentInteriorVolume;

			CurrentInteriorLPF = ( SourceInteriorLPF * ( 1.0f - Listener.ExteriorLPFInterp ) ) + ( Listener.InteriorSettings.ExteriorLPF * Listener.ExteriorLPFInterp );
			AmbientHighFrequencyGain *= CurrentInteriorLPF;

			//UE_LOG(LogFMOD, Verbose, TEXT( "Ambient in diff volume, ambient outside. Volume *= %g LPF *= %g" ), CurrentInteriorVolume, CurrentInteriorLPF);
		}
		else
		{
			// The ambient sound is 'inside' - use the ambient sound's interior volume multiplied with the listeners exterior volume
			CurrentInteriorVolume = (( SourceInteriorVolume * ( 1.0f - Listener.InteriorVolumeInterp ) ) + ( Ambient.InteriorVolume * Listener.InteriorVolumeInterp ))
										* (( SourceInteriorVolume * ( 1.0f - Listener.ExteriorVolumeInterp ) ) + ( Listener.InteriorSettings.ExteriorVolume * Listener.ExteriorVolumeInterp ));
			AmbientVolumeMultiplier *= CurrentInteriorVolume;

			CurrentInteriorLPF = (( SourceInteriorLPF * ( 1.0f - Listener.InteriorLPFInterp ) ) + ( Ambient.InteriorLPF * Listener.InteriorLPFInterp ))
										* (( SourceInteriorLPF * ( 1.0f - Listener.ExteriorLPFInterp ) ) + ( Listener.InteriorSettings.ExteriorLPF * Listener.ExteriorLPFInterp ));
			AmbientHighFrequencyGain *= CurrentInteriorLPF;

			//UE_LOG(LogFMOD, Verbose, TEXT( "Ambient in diff volume, ambient inside. Volume *= %g LPF *= %g" ), CurrentInteriorVolume, CurrentInteriorLPF);
		}
	}

	StudioInstance->setVolume(AmbientVolumeMultiplier);

	FMOD::ChannelGroup* ChanGroup = nullptr;
	StudioInstance->getChannelGroup(&ChanGroup);
	if (ChanGroup)
	{
		int NumDSP = 0;
		ChanGroup->getNumDSPs(&NumDSP);
		for (int Index=0; Index<NumDSP; ++Index)
		{
			FMOD::DSP* ChanDSP = nullptr;
			ChanGroup->getDSP(Index, &ChanDSP);
			if (ChanDSP)
			{
				FMOD_DSP_TYPE DSPType = FMOD_DSP_TYPE_UNKNOWN;
				ChanDSP->getType(&DSPType);
				if (DSPType == FMOD_DSP_TYPE_LOWPASS || DSPType == FMOD_DSP_TYPE_LOWPASS_SIMPLE)
				{
					static float MAX_FREQUENCY = 8000.0f;
					float Frequency = MAX_FREQUENCY * AmbientHighFrequencyGain;
					ChanDSP->setParameterFloat(FMOD_DSP_LOWPASS_CUTOFF, MAX_FREQUENCY * AmbientHighFrequencyGain);
					break;
				}
			}
		}
	}
}
예제 #14
0
void IGameSystem::UpdateAllSystems( float frametime )
{
	#ifdef USE_FMOD
		//DHL - Skillet - FMOD: Update every frame
		if ( DHLShared::GetFMODSystem() )
		{
			DHLShared::GetFMODSystem()->update();

			//Unfortunately, the change callback functions for the volume CVARs aren't called
			//when they're changed through the VGUI.  Therefore this awful think-based hack is required
			//to update the volume for FMOD stuffs.  Damn.  Hopefully it isn't too expensive.

			//Check for snd_musicvolume changes
			FMOD::ChannelGroup *pBGMusic = DHLShared::GetChannelGroups()->pChanBGMusic;
			int iNumChannels;
			pBGMusic->getNumChannels( &iNumChannels );
			const float flMusicVolInterval = 0.5f, flVolInterval = 1.0f; //Seconds
			//This CVAR only concerns menu music, therefore we only need to update it while at the menu
			if ( iNumChannels > 0 && !engine->IsInGame() )
			{
				static float flNextMusicVolUpdate = gpGlobals->realtime + flMusicVolInterval;
				if ( gpGlobals->realtime >= flNextMusicVolUpdate )
				{
					flNextMusicVolUpdate = gpGlobals->realtime + flMusicVolInterval;
					static ConVar* musicVolume = cvar->FindVar( "snd_musicvolume" );
					static float flLastMusicVolume = musicVolume->GetFloat();
					float flVolume = 0.0f;
					pBGMusic->getVolume( &flVolume );
					if ( flLastMusicVolume != musicVolume->GetFloat() || flLastMusicVolume != flVolume )
					{
						pBGMusic->overrideVolume( musicVolume->GetFloat() );
						flLastMusicVolume = musicVolume->GetFloat();
					}
				}
			}

			//Update volume CVAR
			FMOD::ChannelGroup *pGameMaster = DHLShared::GetChannelGroups()->pChanGameMaster;
			static float flNextVolUpdate = gpGlobals->realtime + flVolInterval;
			if ( gpGlobals->realtime >= flNextVolUpdate )
			{
				flNextVolUpdate = gpGlobals->realtime + flVolInterval;
				static ConVar* Volume = cvar->FindVar( "volume" );
				static float flLastVolume = Volume->GetFloat();
				float flVolume = 0.0f;
				pGameMaster->getVolume( &flVolume );
				if ( flLastVolume != Volume->GetFloat() || flLastVolume != flVolume )
				{
					pGameMaster->setVolume( Volume->GetFloat() );
					flLastVolume = Volume->GetFloat();
				}
			}

			C_DHL_Player* pPlayer = ToDHLPlayer(CBasePlayer::GetLocalPlayer());
			if ( pPlayer )
			{
				Vector vecForward;
				Vector vecUp;
				pPlayer->GetVectors( &vecForward, NULL, &vecUp );

				//Use the actual view position, not origin
				FMOD_VECTOR fmodPos;
				DHLShared::VectorToFMOD( pPlayer->m_vecClientViewPos, &fmodPos );
				/*if ( pPlayer->IsAlive() || pPlayer->GetObserverMode == OBS_MODE_ROAMING )
					DHLShared::VectorToFMOD( pPlayer->GetAbsOrigin(), &fmodPos );
				else
					DHLShared::VectorToFMOD( pPlayer->m_vecClientViewPos, &fmodPos );*/

				FMOD_VECTOR fmodVelocity;
				if ( pPlayer->IsAlive() || pPlayer->GetObserverMode() == OBS_MODE_ROAMING )
					DHLShared::VectorToFMOD( pPlayer->GetAbsVelocity(), &fmodVelocity );
				else
					//Velocity will be invalid while dead and not roaming
					DHLShared::VectorToFMOD( vec3_origin, &fmodVelocity );
					

				FMOD_VECTOR fmodForward;
				DHLShared::VectorToFMOD( vecForward, &fmodForward );

				FMOD_VECTOR fmodUp;
				DHLShared::VectorToFMOD( vecUp, &fmodUp );

				FMOD_RESULT result;
				result = DHLShared::GetFMODSystem()->set3DListenerAttributes( 0, &fmodPos, &fmodVelocity, &fmodForward, &fmodUp );
				DHLShared::HandleFMODError( result );

				if ( dhl_fmod_visualizelistenpos.GetBool() )
				{
					Vector visorigin = vec3_origin;
					DHLShared::FMODToVector( fmodPos, &visorigin );
					char Command[128];
					Q_snprintf( Command, sizeof( Command ), "drawcross %f %f %f \n", visorigin.x, visorigin.y, visorigin.z );
					engine->ClientCmd( Command );
				}
			}
		}
	#endif


	SafeRemoveIfDesiredAllSystems();

	int i;
	int c = s_GameSystemsPerFrame.Count();
	for ( i = 0; i < c; ++i )
	{
		IGameSystemPerFrame *sys = s_GameSystemsPerFrame[i];
		MDLCACHE_CRITICAL_SECTION();
		sys->Update( frametime );
	}
}
예제 #15
0
Spectrum::Spectrum(bool &creationSucceeded)
{
	creationSucceeded = false;

	//
	if(FMOD::System_Create(&system_) == FMOD_OK)
	{
		//
		if((system_->setOutput(FMOD_OUTPUTTYPE_AUTODETECT) == FMOD_OK) && (system_->setDriver(DEFAULT_SOUND_DRIVER) == FMOD_OK))
		{
			//
			if(system_->init(NUM_RECORDING_CHANNELS, FMOD_INIT_NORMAL, NULL) == FMOD_OK)
			{
				FMOD::Sound *sound;
				FMOD_CREATESOUNDEXINFO soundInfo;

				ZeroMemory(&soundInfo, sizeof(FMOD_CREATESOUNDEXINFO));
				soundInfo.cbsize = sizeof(FMOD_CREATESOUNDEXINFO);
				soundInfo.length = (unsigned int)(sizeof(int) * NUM_RECORDING_SAMPLES * NUM_RECORDING_SECONDS);
				soundInfo.numchannels = NUM_RECORDING_CHANNELS;
				soundInfo.defaultfrequency = NUM_RECORDING_SAMPLES;
				soundInfo.format = FMOD_SOUND_FORMAT_PCM16;

				//
				if(system_->createSound(NULL, FMOD_2D | FMOD_OPENUSER | FMOD_LOOP_NORMAL | FMOD_SOFTWARE, &soundInfo, &sound) == FMOD_OK)
				{
					//
					system_->recordStart(SOUND_IDENTIFIER, sound, true);
					system_->playSound(FMOD_CHANNEL_FREE, sound, false, &channel_);

					//
					FMOD::ChannelGroup *channelGroup;
					system_->createChannelGroup("silentChannel", &channelGroup);
					channel_->setChannelGroup(channelGroup);
					channelGroup->setMute(true);

					creationSucceeded = true;
				}
			}
		}
	}

	//Left Initialisation
	leftSpectrum_ = new float[SPECTRUM_WIDTH];
	leftInstantSpectrum_ = new float[SPECTRUM_WIDTH];
	previousLeftSpectrum_ = new float[SPECTRUM_WIDTH];

	ZeroMemory(leftSpectrum_, sizeof(float) * SPECTRUM_WIDTH);
	ZeroMemory(leftInstantSpectrum_, sizeof(float) * SPECTRUM_WIDTH);	
	ZeroMemory(previousLeftSpectrum_, sizeof(float) * SPECTRUM_WIDTH);

	//Right Initialisation
	rightSpectrum_ = new float[SPECTRUM_WIDTH];
	rightInstantSpectrum_ = new float[SPECTRUM_WIDTH];
	previousRightSpectrum_ = new float[SPECTRUM_WIDTH];

	ZeroMemory(rightSpectrum_, sizeof(float) * SPECTRUM_WIDTH);
	ZeroMemory(rightInstantSpectrum_, sizeof(float) * SPECTRUM_WIDTH);	
	ZeroMemory(previousRightSpectrum_, sizeof(float) * SPECTRUM_WIDTH);	


	bandResponceCollections_ = new list<ResponceCollection>();

	spectrumVolume_ = CLAMP(1.0f, MIN_ADAPTIVE_MULTIPLIER, MAX_ADAPTIVE_MULTIPLIER);
	adaptiveVolumeEnabled_ = false;

	peakVolumeHistory_ = NULL;
	modifySpectrumResponce(1.0f);

	pulseThreshold_ = PULSE_THRESHOLD;
	smoothingFactor_ = SMOOTHING_FACTOR;
}