Cxbx-Reloaded/Include/Win32/CxbxKrnl/EmuDSound.h

590 lines
20 KiB
C++

// ******************************************************************
// *
// * .,-::::: .,:: .::::::::. .,:: .:
// * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;;
// * [[[ '[[,,[[' [[[__[[\. '[[,,[['
// * $$$ Y$$$P $$""""Y$$ Y$$$P
// * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo,
// * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm,
// *
// * Cxbx->Win32->CxbxKrnl->EmuDSound.h
// *
// * This file is part of the Cxbx project.
// *
// * Cxbx and Cxbe are free software; you can redistribute them
// * and/or modify them under the terms of the GNU General Public
// * License as published by the Free Software Foundation; either
// * version 2 of the license, or (at your option) any later version.
// *
// * This program 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 General Public License for more details.
// *
// * You should have recieved a copy of the GNU General Public License
// * along with this program; see the file COPYING.
// * If not, write to the Free Software Foundation, Inc.,
// * 59 Temple Place - Suite 330, Bostom, MA 02111-1307, USA.
// *
// * (c) 2002-2003 Aaron Robinson <caustik@caustik.com>
// *
// * All rights reserved
// *
// ******************************************************************
#ifndef EMUDSOUND_H
#define EMUDSOUND_H
#include "Xbe.h"
#undef FIELD_OFFSET // prevent macro redefinition warnings
#include <windows.h>
#include <dsound.h>
// ******************************************************************
// * X_CDirectSound
// ******************************************************************
struct X_CDirectSound
{
// TODO: Fill this in?
};
// ******************************************************************
// * X_CDirectSoundBuffer
// ******************************************************************
struct X_CDirectSoundBuffer
{
BYTE UnknownA[0x20]; // Offset: 0x00
union // Offset: 0x20
{
PVOID pMpcxBuffer;
IDirectSoundBuffer *EmuDirectSoundBuffer8;
};
BYTE UnknownB[0x0C]; // Offset: 0x24
};
// ******************************************************************
// * X_CDirectSoundStream
// ******************************************************************
class X_CDirectSoundStream
{
public:
// ******************************************************************
// * Construct VTable (or grab ptr to existing)
// ******************************************************************
X_CDirectSoundStream() : pVtbl(&vtbl) {};
private:
// ******************************************************************
// * VTable (cached by each instance, via constructor)
// ******************************************************************
struct _vtbl
{
ULONG (WINAPI *AddRef)(X_CDirectSoundStream *pThis); // 0x00
ULONG (WINAPI *Release)(X_CDirectSoundStream *pThis); // 0x04
DWORD Unknown[0x02]; // 0x08
HRESULT (WINAPI *Process) // 0x10
(
X_CDirectSoundStream *pThis,
PVOID pInputBuffer, // TODO: Fillout params
PVOID pOutputBuffer // TODO: Fillout params
);
HRESULT (WINAPI *Discontinuity)(X_CDirectSoundStream *pThis); // 0x14
}
*pVtbl;
// ******************************************************************
// * Global Vtbl for this class
// ******************************************************************
static _vtbl vtbl;
// ******************************************************************
// * Debug Mode guard for detecting naughty data accesses
// ******************************************************************
#ifdef _DEBUG
DWORD DebugGuard[256];
#endif
};
// ******************************************************************
// * X_DSBUFFERDESC
// ******************************************************************
struct X_DSBUFFERDESC
{
DWORD dwSize;
DWORD dwFlags;
DWORD dwBufferBytes;
LPWAVEFORMATEX lpwfxFormat;
LPVOID lpMixBins; // TODO: Implement
DWORD dwInputMixBin;
};
// ******************************************************************
// * X_DSSTREAMDESC
// ******************************************************************
struct X_DSSTREAMDESC
{
DWORD dwFlags;
DWORD dwMaxAttachedPackets;
LPWAVEFORMATEX lpwfxFormat;
PVOID lpfnCallback; // TODO: Correct Parameter
LPVOID lpvContext;
PVOID lpMixBins; // TODO: Correct Parameter
};
// ******************************************************************
// * func: EmuDirectSoundCreate
// ******************************************************************
HRESULT WINAPI EmuDirectSoundCreate
(
LPVOID pguidDeviceId,
LPDIRECTSOUND8 *ppDirectSound,
LPUNKNOWN pUnknown
);
// ******************************************************************
// * func: EmuDirectSoundDoWork
// ******************************************************************
VOID WINAPI EmuDirectSoundDoWork();
// ******************************************************************
// * func: EmuDirectSoundCreateBuffer
// ******************************************************************
HRESULT WINAPI EmuDirectSoundCreateBuffer
(
X_DSBUFFERDESC *pdsbd,
X_CDirectSoundBuffer **ppBuffer
);
// ******************************************************************
// * func: EmuDirectSoundCreateStream
// ******************************************************************
HRESULT WINAPI EmuDirectSoundCreateStream
(
X_DSSTREAMDESC *pdssd,
X_CDirectSoundStream **ppStream
);
// ******************************************************************
// * func: EmuIDirectSound8_CreateStream
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_CreateStream
(
LPDIRECTSOUND8 pThis,
X_DSSTREAMDESC *pdssd,
X_CDirectSoundStream **ppStream,
PVOID pUnknown
);
// ******************************************************************
// * func: EmuIDirectSound8_CreateBuffer
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_CreateBuffer
(
LPDIRECTSOUND8 pThis,
X_DSBUFFERDESC *pdssd,
X_CDirectSoundBuffer **ppBuffer,
PVOID pUnknown
);
// ******************************************************************
// * func: EmuCDirectSoundStream_SetVolume
// ******************************************************************
ULONG WINAPI EmuCDirectSoundStream_SetVolume(X_CDirectSoundStream *pThis, LONG lVolume);
// ******************************************************************
// * func: EmuCDirectSoundStream_SetRolloffFactor
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_SetRolloffFactor
(
X_CDirectSoundStream *pThis,
FLOAT fRolloffFactor,
DWORD dwApply
);
// ******************************************************************
// * func: EmuCDirectSoundStream_AddRef
// ******************************************************************
ULONG WINAPI EmuCDirectSoundStream_AddRef(X_CDirectSoundStream *pThis);
// ******************************************************************
// * func: EmuCDirectSoundStream_Release
// ******************************************************************
ULONG WINAPI EmuCDirectSoundStream_Release(X_CDirectSoundStream *pThis);
// ******************************************************************
// * func: EmuCDirectSoundStream_Process
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_Process
(
X_CDirectSoundStream *pThis,
PVOID pInputBuffer, // TODO: Fillout params
PVOID pOutputBuffer // TODO: Fillout params
);
// ******************************************************************
// * func: EmuCDirectSoundStream_Discontinuity
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_Discontinuity(X_CDirectSoundStream *pThis);
// ******************************************************************
// * func: EmuCDirectSoundStream_Pause
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_Pause
(
PVOID pStream,
DWORD dwPause
);
// ******************************************************************
// * func: EmuIDirectSound8_AddRef
// ******************************************************************
ULONG WINAPI EmuIDirectSound8_AddRef
(
LPDIRECTSOUND8 pThis
);
// ******************************************************************
// * func: EmuIDirectSound8_Release
// ******************************************************************
ULONG WINAPI EmuIDirectSound8_Release
(
LPDIRECTSOUND8 pThis
);
// ******************************************************************
// * func: EmuIDirectSound8_DownloadEffectsImage
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_DownloadEffectsImage
(
LPDIRECTSOUND8 pThis,
LPCVOID pvImageBuffer,
DWORD dwImageSize,
PVOID pImageLoc, // TODO: Use this param
PVOID *ppImageDesc // TODO: Use this param
);
// ******************************************************************
// * func: EmuIDirectSoundStream_SetHeadroom
// ******************************************************************
HRESULT WINAPI EmuIDirectSoundStream_SetHeadroom
(
PVOID pThis,
DWORD dwHeadroom
);
// ******************************************************************
// * func: EmuCDirectSoundStream_SetAllParameters
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_SetAllParameters
(
PVOID pThis,
PVOID pUnknown,
DWORD dwApply
);
// ******************************************************************
// * func: EmuCDirectSoundStream_SetConeAngles
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_SetConeAngles
(
PVOID pThis,
DWORD dwInsideConeAngle,
DWORD dwOutsideConeAngle,
DWORD dwApply
);
// ******************************************************************
// * func: EmuCDirectSoundStream_SetConeOutsideVolume
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_SetConeOutsideVolume
(
PVOID pThis,
LONG lConeOutsideVolume,
DWORD dwApply
);
// ******************************************************************
// * func: EmuCDirectSoundStream_SetMaxDistance
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_SetMaxDistance
(
PVOID pThis,
D3DVALUE fMaxDistance,
DWORD dwApply
);
// ******************************************************************
// * func: EmuCDirectSoundStream_SetMinDistance
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_SetMinDistance
(
PVOID pThis,
D3DVALUE fMinDistance,
DWORD dwApply
);
// ******************************************************************
// * func: EmuCDirectSoundStream_SetVelocity
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_SetVelocity
(
PVOID pThis,
D3DVALUE x,
D3DVALUE y,
D3DVALUE z,
DWORD dwApply
);
// ******************************************************************
// * func: EmuCDirectSoundStream_SetConeOrientation
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_SetConeOrientation
(
PVOID pThis,
D3DVALUE x,
D3DVALUE y,
D3DVALUE z,
DWORD dwApply
);
// ******************************************************************
// * func: EmuCDirectSoundStream_SetPosition
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_SetPosition
(
PVOID pThis,
D3DVALUE x,
D3DVALUE y,
D3DVALUE z,
DWORD dwApply
);
// ******************************************************************
// * func: EmuCDirectSoundStream_SetFrequency
// ******************************************************************
HRESULT WINAPI EmuCDirectSoundStream_SetFrequency
(
PVOID pThis,
DWORD dwFrequency
);
// ******************************************************************
// * func: EmuIDirectSoundStream_SetI3DL2Source
// ******************************************************************
HRESULT WINAPI EmuIDirectSoundStream_SetI3DL2Source
(
PVOID pThis,
PVOID pds3db,
DWORD dwApply
);
// ******************************************************************
// * func: EmuIDirectSound8_SetOrientation
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_SetOrientation
(
LPDIRECTSOUND8 pThis,
FLOAT xFront,
FLOAT yFront,
FLOAT zFront,
FLOAT xTop,
FLOAT yTop,
FLOAT zTop,
DWORD dwApply
);
// ******************************************************************
// * func: EmuIDirectSound8_SetDistanceFactor
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_SetDistanceFactor
(
LPDIRECTSOUND8 pThis,
FLOAT fDistanceFactor,
DWORD dwApply
);
// ******************************************************************
// * func: EmuIDirectSound8_SetRolloffFactor
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_SetRolloffFactor
(
LPDIRECTSOUND8 pThis,
FLOAT fRolloffFactor,
DWORD dwApply
);
// ******************************************************************
// * func: EmuIDirectSound8_SetDopplerFactor
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_SetDopplerFactor
(
LPDIRECTSOUND8 pThis,
FLOAT fDopplerFactor,
DWORD dwApply
);
// ******************************************************************
// * func: EmuIDirectSound8_SetI3DL2Listener
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_SetI3DL2Listener
(
LPDIRECTSOUND8 pThis,
PVOID pDummy, // TODO: fill this out
DWORD dwApply
);
// ******************************************************************
// * func: EmuIDirectSound8_SetMixBinHeadroom
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_SetMixBinHeadroom
(
LPDIRECTSOUND8 pThis,
DWORD dwMixBinMask,
DWORD dwHeadroom
);
// ******************************************************************
// * func: EmuIDirectSound8_SetPosition
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_SetPosition
(
LPDIRECTSOUND8 pThis,
FLOAT x,
FLOAT y,
FLOAT z,
DWORD dwApply
);
// ******************************************************************
// * func: EmuIDirectSound8_SetVelocity
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_SetVelocity
(
LPDIRECTSOUND8 pThis,
FLOAT x,
FLOAT y,
FLOAT z,
DWORD dwApply
);
// ******************************************************************
// * func: EmuIDirectSound8_SetAllParameters
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_SetAllParameters
(
LPDIRECTSOUND8 pThis,
LPVOID pTodo, // TODO: LPCDS3DLISTENER
DWORD dwApply
);
// ******************************************************************
// * func: EmuIDirectSound8_CreateSoundBuffer
// ******************************************************************
HRESULT WINAPI EmuIDirectSound8_CreateSoundBuffer
(
LPDIRECTSOUND8 pThis,
X_DSBUFFERDESC *pdsbd,
X_CDirectSoundBuffer **ppBuffer,
LPUNKNOWN pUnkOuter
);
// ******************************************************************
// * func: EmuIDirectSoundBuffer8_SetBufferData
// ******************************************************************
HRESULT WINAPI EmuIDirectSoundBuffer8_SetBufferData
(
X_CDirectSoundBuffer *pThis,
LPVOID pvBufferData,
DWORD dwBufferBytes
);
// ******************************************************************
// * func: EmuIDirectSoundBuffer8_SetPlayRegion
// ******************************************************************
HRESULT WINAPI EmuIDirectSoundBuffer8_SetPlayRegion
(
X_CDirectSoundBuffer *pThis,
DWORD dwPlayStart,
DWORD dwPlayLength
);
// ******************************************************************
// * func: EmuIDirectSoundBuffer8_SetLoopRegion
// ******************************************************************
HRESULT WINAPI EmuIDirectSoundBuffer8_SetLoopRegion
(
X_CDirectSoundBuffer *pThis,
DWORD dwLoopStart,
DWORD dwLoopLength
);
// ******************************************************************
// * func: EmuIDirectSoundBuffer8_SetPitch
// ******************************************************************
HRESULT WINAPI EmuIDirectSoundBuffer8_SetPitch
(
X_CDirectSoundBuffer *pThis,
LONG lPitch
);
// ******************************************************************
// * func: EmuIDirectSoundBuffer8_SetVolume
// ******************************************************************
HRESULT WINAPI EmuIDirectSoundBuffer8_SetVolume
(
X_CDirectSoundBuffer *pThis,
LONG lVolume
);
// ******************************************************************
// * func: EmuIDirectSoundBuffer8_SetCurrentPosition
// ******************************************************************
HRESULT WINAPI EmuIDirectSoundBuffer8_SetCurrentPosition
(
X_CDirectSoundBuffer *pThis,
DWORD dwNewPosition
);
// ******************************************************************
// * func: EmuIDirectSoundBuffer8_GetCurrentPosition
// ******************************************************************
HRESULT WINAPI EmuIDirectSoundBuffer8_GetCurrentPosition
(
X_CDirectSoundBuffer *pThis,
PDWORD pdwCurrentPlayCursor,
PDWORD pdwCurrentWriteCursor
);
// ******************************************************************
// * func: EmuIDirectSoundBuffer8_Stop
// ******************************************************************
HRESULT WINAPI EmuIDirectSoundBuffer8_Stop
(
X_CDirectSoundBuffer *pThis
);
// ******************************************************************
// * func: EmuIDirectSoundBuffer8_Play
// ******************************************************************
HRESULT WINAPI EmuIDirectSoundBuffer8_Play
(
X_CDirectSoundBuffer *pThis,
DWORD dwReserved1,
DWORD dwReserved2,
DWORD dwFlags
);
// ******************************************************************
// * func: EmuCDirectSound_CommitDeferredSettings
// ******************************************************************
HRESULT WINAPI EmuCDirectSound_CommitDeferredSettings
(
X_CDirectSound *pThis
);
#endif