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; }
void AudioEnvironment::setGain(float gain) { FMOD::ChannelGroup *channelgroup; _gain = gain; _system->getMasterChannelGroup(&channelgroup); channelgroup->setVolume(_gain); } // AudioEnvironment::setGain
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 ); } }