Sweden-Number/dlls/dsound/sound3d.c

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/* DirectSound
*
* Copyright 1998 Marcus Meissner
* Copyright 1998 Rob Riggs
* Copyright 2000-2001 TransGaming Technologies, Inc.
* Copyright 2002-2003 Rok Mandeljc <rok.mandeljc@gimb.org>
*
* 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; either
* version 2.1 of the License, or (at your option) any later version.
*
* 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 St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/*
* Most thread locking is complete. There may be a few race
* conditions still lurking.
*
* Tested with a Soundblaster clone, a Gravis UltraSound Classic,
* and a Turtle Beach Tropez+.
*
* TODO:
* Implement SetCooperativeLevel properly (need to address focus issues)
* Implement DirectSound3DBuffers (stubs in place)
* Use hardware 3D support if available
* Add critical section locking inside Release and AddRef methods
* Handle static buffers - put those in hardware, non-static not in hardware
* Hardware DuplicateSoundBuffer
* Proper volume calculation, and setting volume in HEL primary buffer
* Optimize WINMM and negotiate fragment size, decrease DS_HEL_MARGIN
*/
#include <stdarg.h>
#include <math.h> /* Insomnia - pow() function */
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "mmsystem.h"
#include "winternl.h"
#include "mmddk.h"
#include "wine/debug.h"
#include "dsound.h"
#include "dsound_private.h"
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/* default velocity of sound in the air */
#define DEFAULT_VELOCITY 340
WINE_DEFAULT_DEBUG_CHANNEL(dsound3d);
/*******************************************************************************
* Auxiliary functions
*/
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/* scalar product (I believe it's called dot product in English) */
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static inline D3DVALUE ScalarProduct (const D3DVECTOR *a, const D3DVECTOR *b)
{
D3DVALUE c;
c = (a->x*b->x) + (a->y*b->y) + (a->z*b->z);
TRACE("(%f,%f,%f) * (%f,%f,%f) = %f)\n", a->x, a->y, a->z, b->x, b->y,
b->z, c);
return c;
}
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/* vector product (I believe it's called cross product in English */
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static inline D3DVECTOR VectorProduct (const D3DVECTOR *a, const D3DVECTOR *b)
{
D3DVECTOR c;
c.x = (a->y*b->z) - (a->z*b->y);
c.y = (a->z*b->x) - (a->x*b->z);
c.z = (a->x*b->y) - (a->y*b->x);
TRACE("(%f,%f,%f) x (%f,%f,%f) = (%f,%f,%f)\n", a->x, a->y, a->z, b->x, b->y,
b->z, c.x, c.y, c.z);
return c;
}
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/* magnitude (length) of vector */
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static inline D3DVALUE VectorMagnitude (const D3DVECTOR *a)
{
D3DVALUE l;
l = sqrt (ScalarProduct (a, a));
TRACE("|(%f,%f,%f)| = %f\n", a->x, a->y, a->z, l);
return l;
}
/* conversion between radians and degrees */
static inline D3DVALUE RadToDeg (D3DVALUE angle)
{
D3DVALUE newangle;
newangle = angle * (360/(2*M_PI));
TRACE("%f rad = %f deg\n", angle, newangle);
return newangle;
}
/* angle between vectors - rad version */
static inline D3DVALUE AngleBetweenVectorsRad (const D3DVECTOR *a, const D3DVECTOR *b)
{
D3DVALUE la, lb, product, angle, cos;
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/* definition of scalar product: a*b = |a|*|b|*cos... therefore: */
product = ScalarProduct (a,b);
la = VectorMagnitude (a);
lb = VectorMagnitude (b);
if (!la || !lb)
return 0;
cos = product/(la*lb);
angle = acos(cos);
TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f radians (%f degrees)\n", a->x, a->y, a->z, b->x,
b->y, b->z, angle, RadToDeg(angle));
return angle;
}
static inline D3DVALUE AngleBetweenVectorsDeg (const D3DVECTOR *a, const D3DVECTOR *b)
{
return RadToDeg(AngleBetweenVectorsRad(a, b));
}
/* calculates vector between two points */
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static inline D3DVECTOR VectorBetweenTwoPoints (const D3DVECTOR *a, const D3DVECTOR *b)
{
D3DVECTOR c;
c.x = b->x - a->x;
c.y = b->y - a->y;
c.z = b->z - a->z;
TRACE("A (%f,%f,%f), B (%f,%f,%f), AB = (%f,%f,%f)\n", a->x, a->y, a->z, b->x, b->y,
b->z, c.x, c.y, c.z);
return c;
}
/* calculates the length of vector's projection on another vector */
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static inline D3DVALUE ProjectVector (const D3DVECTOR *a, const D3DVECTOR *p)
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{
D3DVALUE prod, result;
prod = ScalarProduct(a, p);
result = prod/VectorMagnitude(p);
TRACE("length projection of (%f,%f,%f) on (%f,%f,%f) = %f\n", a->x, a->y, a->z, p->x,
p->y, p->z, result);
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return result;
}
/*******************************************************************************
* 3D Buffer and Listener mixing
*/
void DSOUND_Calc3DBuffer(IDirectSoundBufferImpl *dsb)
{
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/* volume, at which the sound will be played after all calcs. */
D3DVALUE lVolume = 0;
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/* stuff for distance related stuff calc. */
D3DVECTOR vDistance;
D3DVALUE flDistance = 0;
/* panning related stuff */
D3DVALUE flAngle, flAngle2;
D3DVECTOR vLeft;
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int i, num_main_speakers;
float a, ingain;
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/* doppler shift related stuff */
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TRACE("(%p)\n",dsb);
/* initial buffer volume */
lVolume = dsb->ds3db_lVolume;
switch (dsb->ds3db_ds3db.dwMode)
{
case DS3DMODE_NORMAL:
TRACE("Normal 3D processing mode\n");
/* we need to calculate distance between buffer and listener*/
vDistance = VectorBetweenTwoPoints(&dsb->device->ds3dl.vPosition, &dsb->ds3db_ds3db.vPosition);
flDistance = VectorMagnitude (&vDistance);
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break;
case DS3DMODE_HEADRELATIVE:
TRACE("Head-relative 3D processing mode\n");
/* distance between buffer and listener is same as buffer's position */
vDistance = dsb->ds3db_ds3db.vPosition;
flDistance = VectorMagnitude (&vDistance);
break;
default:
TRACE("3D processing disabled\n");
/* this one is here only to eliminate annoying warning message */
dsb->volpan.lVolume = dsb->ds3db_lVolume;
DSOUND_RecalcVolPan (&dsb->volpan);
return;
}
if (flDistance > dsb->ds3db_ds3db.flMaxDistance)
{
/* some apps don't want you to hear too distant sounds... */
if (dsb->dsbd.dwFlags & DSBCAPS_MUTE3DATMAXDISTANCE)
{
dsb->volpan.lVolume = DSBVOLUME_MIN;
DSOUND_RecalcVolPan (&dsb->volpan);
/* i guess mixing here would be a waste of power */
return;
}
else
flDistance = dsb->ds3db_ds3db.flMaxDistance;
}
if (flDistance < dsb->ds3db_ds3db.flMinDistance)
flDistance = dsb->ds3db_ds3db.flMinDistance;
flDistance = dsb->ds3db_ds3db.flMinDistance + (flDistance - dsb->ds3db_ds3db.flMinDistance) * dsb->device->ds3dl.flRolloffFactor;
/* attenuation proportional to the distance squared, converted to millibels as in lVolume*/
lVolume -= log10(flDistance/dsb->ds3db_ds3db.flMinDistance * flDistance/dsb->ds3db_ds3db.flMinDistance)*1000;
TRACE("dist. att: Distance = %f, MinDistance = %f => adjusting volume %d to %f\n", flDistance, dsb->ds3db_ds3db.flMinDistance, dsb->ds3db_lVolume, lVolume);
/* conning */
/* sometimes it happens that vConeOrientation vector = (0,0,0); in this case angle is "nan" and it's useless*/
if (dsb->ds3db_ds3db.vConeOrientation.x == 0 && dsb->ds3db_ds3db.vConeOrientation.y == 0 && dsb->ds3db_ds3db.vConeOrientation.z == 0)
{
TRACE("conning: cones not set\n");
}
else
{
D3DVECTOR vDistanceInv;
vDistanceInv.x = -vDistance.x;
vDistanceInv.y = -vDistance.y;
vDistanceInv.z = -vDistance.z;
/* calculate angle */
flAngle = AngleBetweenVectorsDeg(&dsb->ds3db_ds3db.vConeOrientation, &vDistanceInv);
/* if by any chance it happens that OutsideConeAngle = InsideConeAngle (that means that conning has no effect) */
if (dsb->ds3db_ds3db.dwInsideConeAngle != dsb->ds3db_ds3db.dwOutsideConeAngle)
{
/* my test show that for my way of calc., we need only half of angles */
DWORD dwInsideConeAngle = dsb->ds3db_ds3db.dwInsideConeAngle/2;
DWORD dwOutsideConeAngle = dsb->ds3db_ds3db.dwOutsideConeAngle/2;
if (dwOutsideConeAngle == dwInsideConeAngle)
++dwOutsideConeAngle;
/* full volume */
if (flAngle < dwInsideConeAngle)
flAngle = dwInsideConeAngle;
/* min (app defined) volume */
if (flAngle > dwOutsideConeAngle)
flAngle = dwOutsideConeAngle;
/* this probably isn't the right thing, but it's ok for the time being */
lVolume += ((flAngle - dwInsideConeAngle)/(dwOutsideConeAngle - dwInsideConeAngle)) * dsb->ds3db_ds3db.lConeOutsideVolume;
}
TRACE("conning: Angle = %f deg; InsideConeAngle(/2) = %d deg; OutsideConeAngle(/2) = %d deg; ConeOutsideVolume = %d => adjusting volume to %f\n",
flAngle, dsb->ds3db_ds3db.dwInsideConeAngle/2, dsb->ds3db_ds3db.dwOutsideConeAngle/2, dsb->ds3db_ds3db.lConeOutsideVolume, lVolume);
}
dsb->volpan.lVolume = lVolume;
ingain = pow(2.0, dsb->volpan.lVolume / 600.0) * 0xffff;
if (dsb->device->pwfx->nChannels == 1)
{
dsb->volpan.dwTotalAmpFactor[0] = ingain;
return;
}
/* panning */
if (vDistance.x == 0.0f && vDistance.y == 0.0f && vDistance.z == 0.0f)
flAngle = 0.0;
else
{
vLeft = VectorProduct(&dsb->device->ds3dl.vOrientFront, &dsb->device->ds3dl.vOrientTop);
/* To calculate angle to sound source we need to:
* 1) Get angle between vDistance and a plane on which angle to sound source should be 0.
* Such a plane is given by vectors vOrientFront and vOrientTop, and angle between vector
* and a plane equals to M_PI_2 - angle between vector and normal to this plane (vLeft in this case).
* 2) Determine if the source is behind or in front of us by calculating angle between vDistance
* and vOrientFront.
*/
flAngle = AngleBetweenVectorsRad(&vLeft, &vDistance);
flAngle2 = AngleBetweenVectorsRad(&dsb->device->ds3dl.vOrientFront, &vDistance);
if (flAngle2 > M_PI_2)
flAngle = -flAngle;
flAngle -= M_PI_2;
if (flAngle < -M_PI)
flAngle += 2*M_PI;
}
TRACE("panning: Angle = %f rad, lPan = %d\n", flAngle, dsb->volpan.lPan);
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/* FIXME: Doppler Effect disabled since i have no idea which frequency to change and how to do it */
if(0)
{
D3DVALUE flFreq, flBufferVel, flListenerVel;
/* doppler shift*/
if (!VectorMagnitude(&dsb->ds3db_ds3db.vVelocity) && !VectorMagnitude(&dsb->device->ds3dl.vVelocity))
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{
TRACE("doppler: Buffer and Listener don't have velocities\n");
}
else if (!(dsb->ds3db_ds3db.vVelocity.x == dsb->device->ds3dl.vVelocity.x &&
dsb->ds3db_ds3db.vVelocity.y == dsb->device->ds3dl.vVelocity.y &&
dsb->ds3db_ds3db.vVelocity.z == dsb->device->ds3dl.vVelocity.z))
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{
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/* calculate length of ds3db_ds3db.vVelocity component which causes Doppler Effect
NOTE: if buffer moves TOWARDS the listener, its velocity component is NEGATIVE
if buffer moves AWAY from listener, its velocity component is POSITIVE */
flBufferVel = ProjectVector(&dsb->ds3db_ds3db.vVelocity, &vDistance);
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/* calculate length of ds3dl.vVelocity component which causes Doppler Effect
NOTE: if listener moves TOWARDS the buffer, its velocity component is POSITIVE
if listener moves AWAY from buffer, its velocity component is NEGATIVE */
flListenerVel = ProjectVector(&dsb->device->ds3dl.vVelocity, &vDistance);
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/* formula taken from Gianicoli D.: Physics, 4th edition: */
/* FIXME: replace dsb->freq with appropriate frequency ! */
flFreq = dsb->freq * ((DEFAULT_VELOCITY + flListenerVel)/(DEFAULT_VELOCITY + flBufferVel));
TRACE("doppler: Buffer velocity (component) = %f, Listener velocity (component) = %f => Doppler shift: %d Hz -> %f Hz\n",
flBufferVel, flListenerVel, dsb->freq, flFreq);
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/* FIXME: replace following line with correct frequency setting ! */
dsb->freq = flFreq;
DSOUND_RecalcFormat(dsb);
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}
}
for (i = 0; i < dsb->device->pwfx->nChannels; i++)
dsb->volpan.dwTotalAmpFactor[i] = 0;
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num_main_speakers = dsb->device->pwfx->nChannels;
if (dsb->device->lfe_channel != -1) {
dsb->volpan.dwTotalAmpFactor[dsb->device->lfe_channel] = ingain;
num_main_speakers--;
}
/* adapted from OpenAL's Alc/panning.c */
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for (i = 0; i < num_main_speakers - 1; i++)
{
if(flAngle >= dsb->device->speaker_angles[i] && flAngle < dsb->device->speaker_angles[i+1])
{
/* Sound is between speakers i and i+1 */
a = (flAngle-dsb->device->speaker_angles[i]) / (dsb->device->speaker_angles[i+1]-dsb->device->speaker_angles[i]);
dsb->volpan.dwTotalAmpFactor[dsb->device->speaker_num[i]] = sqrtf(1.0f-a) * ingain;
dsb->volpan.dwTotalAmpFactor[dsb->device->speaker_num[i+1]] = sqrtf(a) * ingain;
return;
}
}
/* Sound is between last and first speakers */
if (flAngle < dsb->device->speaker_angles[0]) { flAngle += M_PI*2.0f; }
a = (flAngle-dsb->device->speaker_angles[i]) / (M_PI*2.0f + dsb->device->speaker_angles[0]-dsb->device->speaker_angles[i]);
dsb->volpan.dwTotalAmpFactor[dsb->device->speaker_num[i]] = sqrtf(1.0f-a) * ingain;
dsb->volpan.dwTotalAmpFactor[dsb->device->speaker_num[0]] = sqrtf(a) * ingain;
}
static void DSOUND_Mix3DBuffer(IDirectSoundBufferImpl *dsb)
{
TRACE("(%p)\n",dsb);
DSOUND_Calc3DBuffer(dsb);
}
static void DSOUND_ChangeListener(IDirectSoundBufferImpl *ds3dl)
{
int i;
TRACE("(%p)\n",ds3dl);
for (i = 0; i < ds3dl->device->nrofbuffers; i++)
{
/* check if this buffer is waiting for recalculation */
if (ds3dl->device->buffers[i]->ds3db_need_recalc)
{
DSOUND_Mix3DBuffer(ds3dl->device->buffers[i]);
}
}
}
/*******************************************************************************
* IDirectSound3DBuffer
*/
static inline IDirectSoundBufferImpl *impl_from_IDirectSound3DBuffer(IDirectSound3DBuffer *iface)
{
return CONTAINING_RECORD(iface, IDirectSoundBufferImpl, IDirectSound3DBuffer_iface);
}
/* IUnknown methods */
static HRESULT WINAPI IDirectSound3DBufferImpl_QueryInterface(IDirectSound3DBuffer *iface,
REFIID riid, void **ppobj)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("(%p, %s, %p)\n", This, debugstr_guid(riid), ppobj);
return IDirectSoundBuffer8_QueryInterface(&This->IDirectSoundBuffer8_iface, riid, ppobj);
}
static ULONG WINAPI IDirectSound3DBufferImpl_AddRef(IDirectSound3DBuffer *iface)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
ULONG ref = InterlockedIncrement(&This->ref3D);
TRACE("(%p) ref was %d\n", This, ref - 1);
if(ref == 1)
InterlockedIncrement(&This->numIfaces);
return ref;
}
static ULONG WINAPI IDirectSound3DBufferImpl_Release(IDirectSound3DBuffer *iface)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
ULONG ref = InterlockedDecrement(&This->ref3D);
TRACE("(%p) ref was %d\n", This, ref + 1);
if (!ref && !InterlockedDecrement(&This->numIfaces))
secondarybuffer_destroy(This);
return ref;
}
/* IDirectSound3DBuffer methods */
static HRESULT WINAPI IDirectSound3DBufferImpl_GetAllParameters(IDirectSound3DBuffer *iface,
DS3DBUFFER *lpDs3dBuffer)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("(%p,%p)\n",This,lpDs3dBuffer);
if (lpDs3dBuffer == NULL) {
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WARN("invalid parameter: lpDs3dBuffer == NULL\n");
return DSERR_INVALIDPARAM;
}
if (lpDs3dBuffer->dwSize < sizeof(*lpDs3dBuffer)) {
WARN("invalid parameter: lpDs3dBuffer->dwSize = %d\n",lpDs3dBuffer->dwSize);
return DSERR_INVALIDPARAM;
}
TRACE("returning: all parameters\n");
*lpDs3dBuffer = This->ds3db_ds3db;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_GetConeAngles(IDirectSound3DBuffer *iface,
DWORD *lpdwInsideConeAngle, DWORD *lpdwOutsideConeAngle)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("returning: Inside Cone Angle = %d degrees; Outside Cone Angle = %d degrees\n",
This->ds3db_ds3db.dwInsideConeAngle, This->ds3db_ds3db.dwOutsideConeAngle);
*lpdwInsideConeAngle = This->ds3db_ds3db.dwInsideConeAngle;
*lpdwOutsideConeAngle = This->ds3db_ds3db.dwOutsideConeAngle;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_GetConeOrientation(IDirectSound3DBuffer *iface,
D3DVECTOR *lpvConeOrientation)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("returning: Cone Orientation vector = (%f,%f,%f)\n",
This->ds3db_ds3db.vConeOrientation.x,
This->ds3db_ds3db.vConeOrientation.y,
This->ds3db_ds3db.vConeOrientation.z);
*lpvConeOrientation = This->ds3db_ds3db.vConeOrientation;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_GetConeOutsideVolume(IDirectSound3DBuffer *iface,
LONG *lplConeOutsideVolume)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("returning: Cone Outside Volume = %d\n", This->ds3db_ds3db.lConeOutsideVolume);
*lplConeOutsideVolume = This->ds3db_ds3db.lConeOutsideVolume;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_GetMaxDistance(IDirectSound3DBuffer *iface,
D3DVALUE *lpfMaxDistance)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("returning: Max Distance = %f\n", This->ds3db_ds3db.flMaxDistance);
*lpfMaxDistance = This->ds3db_ds3db.flMaxDistance;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_GetMinDistance(IDirectSound3DBuffer *iface,
D3DVALUE *lpfMinDistance)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("returning: Min Distance = %f\n", This->ds3db_ds3db.flMinDistance);
*lpfMinDistance = This->ds3db_ds3db.flMinDistance;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_GetMode(IDirectSound3DBuffer *iface,
DWORD *lpdwMode)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("returning: Mode = %d\n", This->ds3db_ds3db.dwMode);
*lpdwMode = This->ds3db_ds3db.dwMode;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_GetPosition(IDirectSound3DBuffer *iface,
D3DVECTOR *lpvPosition)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("returning: Position vector = (%f,%f,%f)\n", This->ds3db_ds3db.vPosition.x,
This->ds3db_ds3db.vPosition.y, This->ds3db_ds3db.vPosition.z);
*lpvPosition = This->ds3db_ds3db.vPosition;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_GetVelocity(IDirectSound3DBuffer *iface,
D3DVECTOR *lpvVelocity)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("returning: Velocity vector = (%f,%f,%f)\n", This->ds3db_ds3db.vVelocity.x,
This->ds3db_ds3db.vVelocity.y, This->ds3db_ds3db.vVelocity.z);
*lpvVelocity = This->ds3db_ds3db.vVelocity;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_SetAllParameters(IDirectSound3DBuffer *iface,
const DS3DBUFFER *lpcDs3dBuffer, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
DWORD status = DSERR_INVALIDPARAM;
TRACE("(%p,%p,%x)\n",iface,lpcDs3dBuffer,dwApply);
if (lpcDs3dBuffer == NULL) {
WARN("invalid parameter: lpcDs3dBuffer == NULL\n");
return status;
}
if (lpcDs3dBuffer->dwSize != sizeof(DS3DBUFFER)) {
WARN("invalid parameter: lpcDs3dBuffer->dwSize = %d\n", lpcDs3dBuffer->dwSize);
return status;
}
TRACE("setting: all parameters; dwApply = %d\n", dwApply);
This->ds3db_ds3db = *lpcDs3dBuffer;
if (dwApply == DS3D_IMMEDIATE)
{
DSOUND_Mix3DBuffer(This);
}
This->ds3db_need_recalc = TRUE;
status = DS_OK;
return status;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_SetConeAngles(IDirectSound3DBuffer *iface,
DWORD dwInsideConeAngle, DWORD dwOutsideConeAngle, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("setting: Inside Cone Angle = %d; Outside Cone Angle = %d; dwApply = %d\n",
dwInsideConeAngle, dwOutsideConeAngle, dwApply);
This->ds3db_ds3db.dwInsideConeAngle = dwInsideConeAngle;
This->ds3db_ds3db.dwOutsideConeAngle = dwOutsideConeAngle;
if (dwApply == DS3D_IMMEDIATE)
DSOUND_Mix3DBuffer(This);
This->ds3db_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_SetConeOrientation(IDirectSound3DBuffer *iface,
D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("setting: Cone Orientation vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply);
This->ds3db_ds3db.vConeOrientation.x = x;
This->ds3db_ds3db.vConeOrientation.y = y;
This->ds3db_ds3db.vConeOrientation.z = z;
if (dwApply == DS3D_IMMEDIATE)
{
This->ds3db_need_recalc = FALSE;
DSOUND_Mix3DBuffer(This);
}
This->ds3db_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_SetConeOutsideVolume(IDirectSound3DBuffer *iface,
LONG lConeOutsideVolume, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("setting: ConeOutsideVolume = %d; dwApply = %d\n", lConeOutsideVolume, dwApply);
This->ds3db_ds3db.lConeOutsideVolume = lConeOutsideVolume;
if (dwApply == DS3D_IMMEDIATE)
{
This->ds3db_need_recalc = FALSE;
DSOUND_Mix3DBuffer(This);
}
This->ds3db_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_SetMaxDistance(IDirectSound3DBuffer *iface,
D3DVALUE fMaxDistance, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("setting: MaxDistance = %f; dwApply = %d\n", fMaxDistance, dwApply);
This->ds3db_ds3db.flMaxDistance = fMaxDistance;
if (dwApply == DS3D_IMMEDIATE)
{
This->ds3db_need_recalc = FALSE;
DSOUND_Mix3DBuffer(This);
}
This->ds3db_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_SetMinDistance(IDirectSound3DBuffer *iface,
D3DVALUE fMinDistance, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("setting: MinDistance = %f; dwApply = %d\n", fMinDistance, dwApply);
This->ds3db_ds3db.flMinDistance = fMinDistance;
if (dwApply == DS3D_IMMEDIATE)
{
This->ds3db_need_recalc = FALSE;
DSOUND_Mix3DBuffer(This);
}
This->ds3db_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_SetMode(IDirectSound3DBuffer *iface, DWORD dwMode,
DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("setting: Mode = %d; dwApply = %d\n", dwMode, dwApply);
This->ds3db_ds3db.dwMode = dwMode;
if (dwApply == DS3D_IMMEDIATE)
{
This->ds3db_need_recalc = FALSE;
DSOUND_Mix3DBuffer(This);
}
This->ds3db_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_SetPosition(IDirectSound3DBuffer *iface, D3DVALUE x,
D3DVALUE y, D3DVALUE z, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("setting: Position vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply);
This->ds3db_ds3db.vPosition.x = x;
This->ds3db_ds3db.vPosition.y = y;
This->ds3db_ds3db.vPosition.z = z;
if (dwApply == DS3D_IMMEDIATE)
{
This->ds3db_need_recalc = FALSE;
DSOUND_Mix3DBuffer(This);
}
This->ds3db_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DBufferImpl_SetVelocity(IDirectSound3DBuffer *iface,
D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface);
TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply);
This->ds3db_ds3db.vVelocity.x = x;
This->ds3db_ds3db.vVelocity.y = y;
This->ds3db_ds3db.vVelocity.z = z;
if (dwApply == DS3D_IMMEDIATE)
{
This->ds3db_need_recalc = FALSE;
DSOUND_Mix3DBuffer(This);
}
This->ds3db_need_recalc = TRUE;
return DS_OK;
}
const IDirectSound3DBufferVtbl ds3dbvt =
{
/* IUnknown methods */
IDirectSound3DBufferImpl_QueryInterface,
IDirectSound3DBufferImpl_AddRef,
IDirectSound3DBufferImpl_Release,
/* IDirectSound3DBuffer methods */
IDirectSound3DBufferImpl_GetAllParameters,
IDirectSound3DBufferImpl_GetConeAngles,
IDirectSound3DBufferImpl_GetConeOrientation,
IDirectSound3DBufferImpl_GetConeOutsideVolume,
IDirectSound3DBufferImpl_GetMaxDistance,
IDirectSound3DBufferImpl_GetMinDistance,
IDirectSound3DBufferImpl_GetMode,
IDirectSound3DBufferImpl_GetPosition,
IDirectSound3DBufferImpl_GetVelocity,
IDirectSound3DBufferImpl_SetAllParameters,
IDirectSound3DBufferImpl_SetConeAngles,
IDirectSound3DBufferImpl_SetConeOrientation,
IDirectSound3DBufferImpl_SetConeOutsideVolume,
IDirectSound3DBufferImpl_SetMaxDistance,
IDirectSound3DBufferImpl_SetMinDistance,
IDirectSound3DBufferImpl_SetMode,
IDirectSound3DBufferImpl_SetPosition,
IDirectSound3DBufferImpl_SetVelocity,
};
/*******************************************************************************
* IDirectSound3DListener
*/
static inline IDirectSoundBufferImpl *impl_from_IDirectSound3DListener(IDirectSound3DListener *iface)
{
return CONTAINING_RECORD(iface, IDirectSoundBufferImpl, IDirectSound3DListener_iface);
}
/* IUnknown methods */
static HRESULT WINAPI IDirectSound3DListenerImpl_QueryInterface(IDirectSound3DListener *iface,
REFIID riid, void **ppobj)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("(%p,%s,%p)\n", iface, debugstr_guid(riid), ppobj);
return IDirectSoundBuffer_QueryInterface(&This->IDirectSoundBuffer8_iface, riid, ppobj);
}
static ULONG WINAPI IDirectSound3DListenerImpl_AddRef(IDirectSound3DListener *iface)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
ULONG ref = InterlockedIncrement(&This->ref3D);
TRACE("(%p) ref was %d\n", This, ref - 1);
if(ref == 1)
InterlockedIncrement(&This->numIfaces);
return ref;
}
static ULONG WINAPI IDirectSound3DListenerImpl_Release(IDirectSound3DListener *iface)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
ULONG ref;
ref = capped_refcount_dec(&This->ref3D);
if(!ref)
capped_refcount_dec(&This->numIfaces);
TRACE("(%p) ref is now %d\n", This, ref);
return ref;
}
/* IDirectSound3DListener methods */
static HRESULT WINAPI IDirectSound3DListenerImpl_GetAllParameter(IDirectSound3DListener *iface,
DS3DLISTENER *lpDS3DL)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("(%p,%p)\n",This,lpDS3DL);
if (lpDS3DL == NULL) {
2003-07-02 06:37:26 +02:00
WARN("invalid parameter: lpDS3DL == NULL\n");
return DSERR_INVALIDPARAM;
}
if (lpDS3DL->dwSize < sizeof(*lpDS3DL)) {
WARN("invalid parameter: lpDS3DL->dwSize = %d\n",lpDS3DL->dwSize);
return DSERR_INVALIDPARAM;
}
TRACE("returning: all parameters\n");
*lpDS3DL = This->device->ds3dl;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_GetDistanceFactor(IDirectSound3DListener *iface,
D3DVALUE *lpfDistanceFactor)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("returning: Distance Factor = %f\n", This->device->ds3dl.flDistanceFactor);
*lpfDistanceFactor = This->device->ds3dl.flDistanceFactor;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_GetDopplerFactor(IDirectSound3DListener *iface,
D3DVALUE *lpfDopplerFactor)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("returning: Doppler Factor = %f\n", This->device->ds3dl.flDopplerFactor);
*lpfDopplerFactor = This->device->ds3dl.flDopplerFactor;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_GetOrientation(IDirectSound3DListener *iface,
D3DVECTOR *lpvOrientFront, D3DVECTOR *lpvOrientTop)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("returning: OrientFront vector = (%f,%f,%f); OrientTop vector = (%f,%f,%f)\n", This->device->ds3dl.vOrientFront.x,
This->device->ds3dl.vOrientFront.y, This->device->ds3dl.vOrientFront.z, This->device->ds3dl.vOrientTop.x, This->device->ds3dl.vOrientTop.y,
This->device->ds3dl.vOrientTop.z);
*lpvOrientFront = This->device->ds3dl.vOrientFront;
*lpvOrientTop = This->device->ds3dl.vOrientTop;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_GetPosition(IDirectSound3DListener *iface,
D3DVECTOR *lpvPosition)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("returning: Position vector = (%f,%f,%f)\n", This->device->ds3dl.vPosition.x, This->device->ds3dl.vPosition.y, This->device->ds3dl.vPosition.z);
*lpvPosition = This->device->ds3dl.vPosition;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_GetRolloffFactor(IDirectSound3DListener *iface,
D3DVALUE *lpfRolloffFactor)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("returning: RolloffFactor = %f\n", This->device->ds3dl.flRolloffFactor);
*lpfRolloffFactor = This->device->ds3dl.flRolloffFactor;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_GetVelocity(IDirectSound3DListener *iface,
D3DVECTOR *lpvVelocity)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("returning: Velocity vector = (%f,%f,%f)\n", This->device->ds3dl.vVelocity.x, This->device->ds3dl.vVelocity.y, This->device->ds3dl.vVelocity.z);
*lpvVelocity = This->device->ds3dl.vVelocity;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_SetAllParameters(IDirectSound3DListener *iface,
const DS3DLISTENER *lpcDS3DL, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("setting: all parameters; dwApply = %d\n", dwApply);
This->device->ds3dl = *lpcDS3DL;
if (dwApply == DS3D_IMMEDIATE)
{
This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_SetDistanceFactor(IDirectSound3DListener *iface,
D3DVALUE fDistanceFactor, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("setting: Distance Factor = %f; dwApply = %d\n", fDistanceFactor, dwApply);
This->device->ds3dl.flDistanceFactor = fDistanceFactor;
if (dwApply == DS3D_IMMEDIATE)
{
This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_SetDopplerFactor(IDirectSound3DListener *iface,
D3DVALUE fDopplerFactor, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("setting: Doppler Factor = %f; dwApply = %d\n", fDopplerFactor, dwApply);
This->device->ds3dl.flDopplerFactor = fDopplerFactor;
if (dwApply == DS3D_IMMEDIATE)
{
This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_SetOrientation(IDirectSound3DListener *iface,
D3DVALUE xFront, D3DVALUE yFront, D3DVALUE zFront, D3DVALUE xTop, D3DVALUE yTop,
D3DVALUE zTop, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("setting: Front vector = (%f,%f,%f); Top vector = (%f,%f,%f); dwApply = %d\n",
xFront, yFront, zFront, xTop, yTop, zTop, dwApply);
This->device->ds3dl.vOrientFront.x = xFront;
This->device->ds3dl.vOrientFront.y = yFront;
This->device->ds3dl.vOrientFront.z = zFront;
This->device->ds3dl.vOrientTop.x = xTop;
This->device->ds3dl.vOrientTop.y = yTop;
This->device->ds3dl.vOrientTop.z = zTop;
if (dwApply == DS3D_IMMEDIATE)
{
This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_SetPosition(IDirectSound3DListener *iface,
D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("setting: Position vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply);
This->device->ds3dl.vPosition.x = x;
This->device->ds3dl.vPosition.y = y;
This->device->ds3dl.vPosition.z = z;
if (dwApply == DS3D_IMMEDIATE)
{
This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_SetRolloffFactor(IDirectSound3DListener *iface,
D3DVALUE fRolloffFactor, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("setting: Rolloff Factor = %f; dwApply = %d\n", fRolloffFactor, dwApply);
This->device->ds3dl.flRolloffFactor = fRolloffFactor;
if (dwApply == DS3D_IMMEDIATE)
{
This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_SetVelocity(IDirectSound3DListener *iface,
D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply);
This->device->ds3dl.vVelocity.x = x;
This->device->ds3dl.vVelocity.y = y;
This->device->ds3dl.vVelocity.z = z;
if (dwApply == DS3D_IMMEDIATE)
{
This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
static HRESULT WINAPI IDirectSound3DListenerImpl_CommitDeferredSettings(IDirectSound3DListener *iface)
{
IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface);
TRACE("\n");
DSOUND_ChangeListener(This);
return DS_OK;
}
const IDirectSound3DListenerVtbl ds3dlvt =
{
/* IUnknown methods */
IDirectSound3DListenerImpl_QueryInterface,
IDirectSound3DListenerImpl_AddRef,
IDirectSound3DListenerImpl_Release,
/* IDirectSound3DListener methods */
IDirectSound3DListenerImpl_GetAllParameter,
IDirectSound3DListenerImpl_GetDistanceFactor,
IDirectSound3DListenerImpl_GetDopplerFactor,
IDirectSound3DListenerImpl_GetOrientation,
IDirectSound3DListenerImpl_GetPosition,
IDirectSound3DListenerImpl_GetRolloffFactor,
IDirectSound3DListenerImpl_GetVelocity,
IDirectSound3DListenerImpl_SetAllParameters,
IDirectSound3DListenerImpl_SetDistanceFactor,
IDirectSound3DListenerImpl_SetDopplerFactor,
IDirectSound3DListenerImpl_SetOrientation,
IDirectSound3DListenerImpl_SetPosition,
IDirectSound3DListenerImpl_SetRolloffFactor,
IDirectSound3DListenerImpl_SetVelocity,
IDirectSound3DListenerImpl_CommitDeferredSettings,
};