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