#ifndef _CSFXMANAGER #define _CSFXMANAGER #include "types.h" #include "Kyoto/Audio/CAudioSys.hpp" #include "Kyoto/Audio/CSfxHandle.hpp" struct _SND_REVSTD_DELAYLINE { int inPoint; int outPoint; int length; float* inputs; float lastOutput; }; struct _SND_REVSTD_WORK { struct _SND_REVSTD_DELAYLINE AP[6]; struct _SND_REVSTD_DELAYLINE C[6]; float allPassCoef; float combCoef[6]; float lpLastout[3]; float level; float damping; int preDelayTime; float* preDelayLine[3]; float* preDelayPtr[3]; }; struct SND_AUX_REVERBHI { uchar pad0[0x1c4]; bool hiDis; float damping; float crosstalk; float coloration; float time; float mix; float preDelay; }; struct SND_AUX_CHORUS { uchar pad[144]; uint baseDelay; uint variation; uint period; }; struct SND_AUX_REVERBSTD { _SND_REVSTD_WORK rv; bool tempDisableFX; float damping; float preDelay; float coloration; float time; float mix; }; struct SND_AUX_DELAY { uint currentSize[3]; uint currentPos[3]; uint currentFeedback[3]; uint currentOutput[3]; uint* left; uint* right; uint* sur; uint delay[3]; // delay buffer length in ms per channel uint feedback[3]; // feedback volume in % per channel uint output[3]; // output volume in % per channel }; class CVector3f; class CSfxManager { public: enum ESfxChannels { kSC_Invalid = -1, kSC_Default = 0, kSC_Game, kSC_PauseScreen }; static void Update(float dt); static void RemoveEmitter(CSfxHandle handle); static void UpdateEmitter(CSfxHandle handle, const CVector3f& pos, const CVector3f& dir, uchar maxVol); static const short kMaxPriority; // 0xFF static const short kMedPriority; // 0x7F static const ushort kInternalInvalidSfxId; // 0xFFFF static const int kAllAreas; // 0xFFFFFFFF static CSfxHandle AddEmitter(ushort id, const CVector3f& pos, const CVector3f& dir, bool useAcoustics, bool looped, short prio = kMedPriority, int areaId = kAllAreas); static CSfxHandle AddEmitter(ushort id, const CVector3f& pos, const CVector3f& dir, uchar vol, bool useAcoustics, bool looped, short prio = kMedPriority, int areaId = kAllAreas); static void AddListener(ESfxChannels channel, const CVector3f& pos, const CVector3f& dir, const CVector3f& vec1, const CVector3f& vec2, float f1, float f2, float f3, uint w1, const uchar maxVolume); static void Shutdown(); static ushort TranslateSFXID(ushort); static void PitchBend(CSfxHandle handle, int pitch); static CSfxHandle SfxStart(ushort id, uchar vol, uchar pan, bool useAcoustics, short prio, bool looped, int areaId); static bool IsPlaying(const CSfxHandle& handle); static void SetChannel(ESfxChannels); static void KillAll(ESfxChannels); static void TurnOnChannel(ESfxChannels); static void TurnOffChannel(ESfxChannels); static void DisableAuxCallback(); static void EnableAuxCallback(); static void PrepareDelayCallback(const SND_AUX_DELAY& info); static void PrepareReverbStdCallback(const SND_AUX_REVERBSTD& info); static void PrepareChorusCallback(const SND_AUX_CHORUS& info); static void PrepareReverbHiCallback(const SND_AUX_REVERBHI& info); static void DisableAuxProcessing(); }; #endif // _CSFXMANAGER