/** * @file audioengine_fmodstudio.h * @brief Definition of LLAudioEngine class abstracting the audio * support as a FMODSTUDIO implementation * * $LicenseInfo:firstyear=2020&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2020, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #ifndef LL_AUDIOENGINE_FMODSTUDIO_H #define LL_AUDIOENGINE_FMODSTUDIO_H #include "llaudioengine.h" #include "llwindgen.h" //Stubs class LLAudioStreamManagerFMODSTUDIO; namespace FMOD { class System; class Channel; class ChannelGroup; class Sound; class DSP; } typedef struct FMOD_DSP_DESCRIPTION FMOD_DSP_DESCRIPTION; //Interfaces class LLAudioEngine_FMODSTUDIO : public LLAudioEngine { public: LLAudioEngine_FMODSTUDIO(bool enable_profiler); virtual ~LLAudioEngine_FMODSTUDIO(); // initialization/startup/shutdown virtual bool init(void *user_data, const std::string &app_title); virtual std::string getDriverName(bool verbose); virtual LLStreamingAudioInterface* createDefaultStreamingAudioImpl() const; virtual void allocateListener(); virtual void shutdown(); /*virtual*/ bool initWind(); /*virtual*/ void cleanupWind(); /*virtual*/void updateWind(LLVector3 direction, F32 camera_height_above_water); typedef F32 MIXBUFFERFORMAT; FMOD::System *getSystem() const {return mSystem;} protected: /*virtual*/ LLAudioBuffer *createBuffer(); // Get a free buffer, or flush an existing one if you have to. /*virtual*/ LLAudioChannel *createChannel(); // Create a new audio channel. /*virtual*/ void setInternalGain(F32 gain); bool mInited; LLWindGen *mWindGen; FMOD_DSP_DESCRIPTION *mWindDSPDesc; FMOD::DSP *mWindDSP; FMOD::System *mSystem; bool mEnableProfiler; public: static FMOD::ChannelGroup *mChannelGroups[LLAudioEngine::AUDIO_TYPE_COUNT]; }; class LLAudioChannelFMODSTUDIO : public LLAudioChannel { public: LLAudioChannelFMODSTUDIO(FMOD::System *audioengine); virtual ~LLAudioChannelFMODSTUDIO(); protected: /*virtual*/ void play(); /*virtual*/ void playSynced(LLAudioChannel *channelp); /*virtual*/ void cleanup(); /*virtual*/ bool isPlaying(); /*virtual*/ bool updateBuffer(); /*virtual*/ void update3DPosition(); /*virtual*/ void updateLoop(); void set3DMode(bool use3d); protected: FMOD::System *getSystem() const {return mSystemp;} FMOD::System *mSystemp; FMOD::Channel *mChannelp; S32 mLastSamplePos; }; class LLAudioBufferFMODSTUDIO : public LLAudioBuffer { public: LLAudioBufferFMODSTUDIO(FMOD::System *audioengine); virtual ~LLAudioBufferFMODSTUDIO(); /*virtual*/ bool loadWAV(const std::string& filename); /*virtual*/ U32 getLength(); friend class LLAudioChannelFMODSTUDIO; protected: FMOD::System *getSystem() const {return mSystemp;} FMOD::System *mSystemp; FMOD::Sound *getSound() const{ return mSoundp; } FMOD::Sound *mSoundp; }; #endif // LL_AUDIOENGINE_FMODSTUDIO_H