- 3d buffers produce sounds

- some other small fixes
This commit is contained in:
Rok Mandeljc 2003-01-04 01:24:59 +00:00 committed by Alexandre Julliard
parent 5b918db643
commit 1b3ce0d571
1 changed files with 59 additions and 9 deletions

View File

@ -63,7 +63,7 @@
#include "dsdriver.h"
#include "dsound_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(dsound);
WINE_DEFAULT_DEBUG_CHANNEL(dsound3d);
/*******************************************************************************
* Auxiliary functions
@ -132,28 +132,77 @@ static inline LONG AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b)
/* we now have angle in radians */
angle = DegToRad(cos);
TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %ld degrees\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, \
b->u2.y, b->u3.z, angle);
b->u2.y, b->u3.z, angle);
return angle;
}
/* calculates vector between two points */
static inline D3DVECTOR VectorBetweenTwoPoints (LPD3DVECTOR a, LPD3DVECTOR b)
{
D3DVECTOR c;
c.u1.x = b->u1.x - a->u1.x;
c.u2.y = b->u2.y - a->u2.y;
c.u3.z = b->u3.z - a->u3.z;
TRACE("A (%f,%f,%f), B (%f,%f,%f), AB = (%f,%f,%f)\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, b->u2.y, \
b->u3.z, c.u1.x, c.u2.y, c.u3.z);
return c;
}
/*******************************************************************************
* 3D Buffer and Listener mixing
*/
static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
{
FIXME("Procedure not ready yet\n");
IDirectSound3DListenerImpl *dsl;
D3DVECTOR vDistance;
D3DVALUE fDistance;
if (ds3db->dsb->dsound->listener == NULL)
return;
dsl = ds3db->dsb->dsound->listener;
switch (ds3db->ds3db.dwMode)
{
case DS3DMODE_NORMAL:
{
vDistance = VectorBetweenTwoPoints(&ds3db->ds3db.vPosition, &dsl->ds3dl.vPosition);
fDistance = VectorMagnitude (&vDistance);
if (fDistance > ds3db->ds3db.flMaxDistance)
{
/* some apps don't want you too hear too distant sounds... */
if (ds3db->dsb->dsbd.dwFlags & DSBCAPS_MUTE3DATMAXDISTANCE)
{
ds3db->dsb->volpan.lVolume = DSBVOLUME_MIN;
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
DSOUND_ForceRemix (ds3db->dsb);
return;
}
}
ds3db->dsb->volpan.lVolume = DSBVOLUME_MAX;
}
case DS3DMODE_HEADRELATIVE:
case DS3DMODE_DISABLE:
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
DSOUND_ForceRemix (ds3db->dsb);
}
}
static void WINAPI DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl)
{
IDirectSoundImpl *dsound = ds3dl->dsb->dsound;
int i;
/* if listener changes, we need to recalculate all 3d buffers */
for(i = 0; i > dsound->nrofbuffers; i++)
for (i = 0; i < ds3dl->dsb->dsound->nrofbuffers; i++)
{
DSOUND_Mix3DBuffer(dsound->buffers[i]->ds3db);
/* some buffers don't have 3d buffer (Ultima IX seems to
crash without the following line) */
if (ds3dl->dsb->dsound->buffers[i]->ds3db == NULL)
continue;
if (ds3dl->dsb->dsound->buffers[i]->ds3db->need_recalc == TRUE)
{
DSOUND_Mix3DBuffer(ds3dl->dsb->dsound->buffers[i]->ds3db);
}
}
}
@ -830,6 +879,7 @@ HRESULT WINAPI IDirectSound3DListenerImpl_Create(
dsl->ds3dl.vOrientTop.u3.z = 0.0;
dsl->ds3dl.flDistanceFactor = DS3D_DEFAULTDISTANCEFACTOR;
dsl->ds3dl.flRolloffFactor = DS3D_DEFAULTROLLOFFFACTOR;
dsl->ds3dl.flDopplerFactor = DS3D_DEFAULTDOPPLERFACTOR;
InitializeCriticalSection(&dsl->lock);