/* DirectSound * * Copyright 1998 Marcus Meissner * Copyright 1998 Rob Riggs * Copyright 2000-2001 TransGaming Technologies, Inc. * Copyright 2002-2003 Rok Mandeljc * * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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 "config.h" #include #include #include #include #ifdef HAVE_UNISTD_H # include #endif #include #include #include /* Insomnia - pow() function */ #define NONAMELESSUNION #define NONAMELESSSTRUCT #include "windef.h" #include "winbase.h" #include "wingdi.h" #include "winuser.h" #include "winerror.h" #include "mmsystem.h" #include "winternl.h" #include "mmddk.h" #include "wine/windef16.h" #include "wine/debug.h" #include "dsound.h" #include "dsdriver.h" #include "dsound_private.h" /* default intensity level for human ears */ #define DEFAULT_INTENSITY 0.000000000001f /* default velocity of sound in the air */ #define DEFAULT_VELOCITY 340 WINE_DEFAULT_DEBUG_CHANNEL(dsound3d); /******************************************************************************* * Auxiliary functions */ /* scalar product (i believe it's called dot product in english) */ static inline D3DVALUE ScalarProduct (LPD3DVECTOR a, LPD3DVECTOR b) { D3DVALUE c; c = (a->u1.x*b->u1.x) + (a->u2.y*b->u2.y) + (a->u3.z*b->u3.z); TRACE("(%f,%f,%f) * (%f,%f,%f) = %f)\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, b->u2.y, \ b->u3.z, c); return c; } /* vector product (i believe it's called cross product in english */ static inline D3DVECTOR VectorProduct (LPD3DVECTOR a, LPD3DVECTOR b) { D3DVECTOR c; c.u1.x = (a->u2.y*b->u3.z) - (a->u3.z*b->u2.y); c.u2.y = (a->u3.z*b->u1.x) - (a->u1.x*b->u3.z); c.u3.z = (a->u1.x*b->u2.y) - (a->u2.y*b->u1.x); TRACE("(%f,%f,%f) x (%f,%f,%f) = (%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; } /* magnitude (lenght) of vector */ static inline D3DVALUE VectorMagnitude (LPD3DVECTOR a) { D3DVALUE l; l = sqrt (ScalarProduct (a, a)); TRACE("|(%f,%f,%f)| = %f\n", a->u1.x, a->u2.y, a->u3.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; } /* conversion between degrees and radians */ static inline D3DVALUE DegToRad (D3DVALUE angle) { D3DVALUE newangle; newangle = angle * (2*M_PI/360); TRACE("%f deg = %f rad\n", angle, newangle); return newangle; } /* angle between vectors - deg version */ static inline D3DVALUE AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b) { D3DVALUE la, lb, product, angle, cos; /* definition of scalar product: a*b = |a|*|b|*cos...therefore: */ product = ScalarProduct (a,b); la = VectorMagnitude (a); lb = VectorMagnitude (b); cos = product/(la*lb); angle = acos(cos); /* we now have angle in radians */ angle = RadToDeg(angle); TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f degrees\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, b->u2.y, b->u3.z, angle); return angle; } /* angle between vectors - rad version */ static inline D3DVALUE AngleBetweenVectorsRad (LPD3DVECTOR a, LPD3DVECTOR b) { D3DVALUE la, lb, product, angle, cos; /* definition of scalar product: a*b = |a|*|b|*cos...therefore: */ product = ScalarProduct (a,b); la = VectorMagnitude (a); lb = VectorMagnitude (b); cos = product/(la*lb); angle = acos(cos); TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f radians\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, 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; } /* calculates the lenght of vector's projection on another vector */ static inline D3DVALUE ProjectVector (LPD3DVECTOR a, LPD3DVECTOR p) { 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->u1.x, a->u2.y, a->u3.z, p->u1.x, p->u2.y, p->u3.z, result); return result; } /******************************************************************************* * 3D Buffer and Listener mixing */ static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db) { IDirectSound3DListenerImpl *dsl; /* volume, at which the sound will be played after all calcs. */ D3DVALUE lVolume = 0; /* intensity (used for distance related stuff) */ double flIntensity; double flTemp; /* stuff for distance related stuff calc. */ D3DVECTOR vDistance; D3DVALUE flDistance = 0; /* panning related stuff */ D3DVALUE flAngle; D3DVECTOR vLeft; /* doppler shift related stuff */ #if 0 D3DVALUE flFreq, flBufferVel, flListenerVel; #endif TRACE("(%p)\n",ds3db); if (ds3db->dsb->dsound->listener == NULL) return; dsl = ds3db->dsb->dsound->listener; /* initial buffer volume */ lVolume = ds3db->lVolume; switch (ds3db->ds3db.dwMode) { case DS3DMODE_DISABLE: TRACE("3D processing disabled\n"); /* this one is here only to eliminate annoying warning message */ DSOUND_RecalcVolPan (&ds3db->dsb->volpan); DSOUND_ForceRemix (ds3db->dsb); break; case DS3DMODE_NORMAL: TRACE("Normal 3D processing mode\n"); /* we need to calculate distance between buffer and listener*/ vDistance = VectorBetweenTwoPoints(&ds3db->ds3db.vPosition, &dsl->ds3dl.vPosition); flDistance = VectorMagnitude (&vDistance); break; case DS3DMODE_HEADRELATIVE: TRACE("Head-relative 3D processing mode\n"); /* distance between buffer and listener is same as buffer's position */ flDistance = VectorMagnitude (&ds3db->ds3db.vPosition); break; } if (flDistance > ds3db->ds3db.flMaxDistance) { /* some apps don't want you to hear too distant sounds... */ if (ds3db->dsb->dsbd.dwFlags & DSBCAPS_MUTE3DATMAXDISTANCE) { ds3db->dsb->volpan.lVolume = DSBVOLUME_MIN; DSOUND_RecalcVolPan (&ds3db->dsb->volpan); /* i guess mixing here would be a waste of power */ return; } else flDistance = ds3db->ds3db.flMaxDistance; } if (flDistance < ds3db->ds3db.flMinDistance) flDistance = ds3db->ds3db.flMinDistance; /* the following formula is taken from my physics book. I think it's ok for the *real* world...i hope m$ does it that way */ lVolume += 10000; /* ms likes working with negative volume...i don't */ lVolume /= 1000; /* convert hundreths of dB into B */ /* intensity level (loudness) = log10(Intensity/DefaultIntensity)...therefore */ flIntensity = pow(10,lVolume)*DEFAULT_INTENSITY; flTemp = (flDistance/ds3db->ds3db.flMinDistance)*(flDistance/ds3db->ds3db.flMinDistance); flIntensity /= flTemp; lVolume = log10(flIntensity/DEFAULT_INTENSITY); lVolume *= 1000; /* convert back to hundreths of dB */ lVolume -= 10000; /* we need to do it in ms way */ TRACE("dist. att: Distance = %f, MinDistance = %f => adjusting volume %ld to %f\n", flDistance, ds3db->ds3db.flMinDistance, ds3db->lVolume, lVolume); /* conning */ /* sometimes it happens that vConeOrientation vector = (0,0,0); in this case angle is "nan" and it's useless*/ if (ds3db->ds3db.vConeOrientation.u1.x == 0 && ds3db->ds3db.vConeOrientation.u2.y == 0 && ds3db->ds3db.vConeOrientation.u3.z == 0) { TRACE("conning: cones not set\n"); } else { /* calculate angle */ flAngle = AngleBetweenVectorsDeg(&ds3db->ds3db.vConeOrientation, &vDistance); /* if by any chance it happens that OutsideConeAngle = InsideConeAngle (that means that conning has no effect) */ if (ds3db->ds3db.dwInsideConeAngle != ds3db->ds3db.dwOutsideConeAngle) { /* my test show that for my way of calc., we need only half of angles */ DWORD dwInsideConeAngle = ds3db->ds3db.dwInsideConeAngle/2; DWORD dwOutsideConeAngle = ds3db->ds3db.dwOutsideConeAngle/2; /* 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 += ((ds3db->ds3db.lConeOutsideVolume)/((dwOutsideConeAngle) - (dwInsideConeAngle))) * flAngle; } TRACE("conning: Angle = %f deg; InsideConeAngle(/2) = %ld deg; OutsideConeAngle(/2) = %ld deg; ConeOutsideVolume = %ld => adjusting volume to %f\n", flAngle, ds3db->ds3db.dwInsideConeAngle/2, ds3db->ds3db.dwOutsideConeAngle/2, ds3db->ds3db.lConeOutsideVolume, lVolume); } ds3db->dsb->volpan.lVolume = lVolume; /* panning */ vDistance = VectorBetweenTwoPoints(&dsl->ds3dl.vPosition, &ds3db->ds3db.vPosition); vLeft = VectorProduct(&dsl->ds3dl.vOrientFront, &dsl->ds3dl.vOrientTop); flAngle = AngleBetweenVectorsRad(&vLeft, &vDistance); /* for now, we'll use "linear formula" (which is probably incorrect); if someone has it in book, correct it */ ds3db->dsb->volpan.lPan = 10000*2*flAngle/M_PI - 10000; TRACE("panning: Angle = %f rad, lPan = %ld\n", flAngle, ds3db->dsb->volpan.lPan); /* FIXME: Doppler Effect disabled since i have no idea which frequency to change and how to do it */ #if 0 /* doppler shift*/ if ((VectorMagnitude(&ds3db->ds3db.vVelocity) == 0) && (VectorMagnitude(&dsl->ds3dl.vVelocity) == 0)) { TRACE("doppler: Buffer and Listener don't have velocities\n"); } else { /* calculate lenght of ds3db.vVelocity component which causes Doppler Effect NOTE: if buffer moves TOWARDS the listener, it's velocity component is NEGATIVE if buffer moves AWAY from listener, it's velocity component is POSITIVE */ flBufferVel = ProjectVector(&ds3db->ds3db.vVelocity, &vDistance); /* calculate lenght of ds3dl.vVelocity component which causes Doppler Effect NOTE: if listener moves TOWARDS the buffer, it's velocity component is POSITIVE if listener moves AWAY from buffer, it's velocity component is NEGATIVE */ flListenerVel = ProjectVector(&dsl->ds3dl.vVelocity, &vDistance); /* formula taken from Gianicoli D.: Physics, 4th edition: */ /* FIXME: replace ds3db->dsb->freq with appropriate frequency ! */ flFreq = ds3db->dsb->freq * ((DEFAULT_VELOCITY + flListenerVel)/(DEFAULT_VELOCITY + flBufferVel)); TRACE("doppler: Buffer velocity (component) = %lf, Listener velocity (component) = %lf => Doppler shift: %ld Hz -> %lf Hz\n", flBufferVel, flListenerVel, \ ds3db->dsb->freq, flFreq); /* FIXME: replace following line with correct frequency setting ! */ ds3db->dsb->freq = flFreq; } #endif /* time for remix */ DSOUND_RecalcVolPan (&ds3db->dsb->volpan); DSOUND_ForceRemix (ds3db->dsb); } static void WINAPI DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl) { int i; TRACE("(%p)\n",ds3dl); for (i = 0; i < ds3dl->dsb->dsound->nrofbuffers; i++) { /* 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); } } } /******************************************************************************* * IDirectSound3DBuffer */ /* IUnknown methods */ static HRESULT WINAPI IDirectSound3DBufferImpl_QueryInterface( LPDIRECTSOUND3DBUFFER iface, REFIID riid, LPVOID *ppobj) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("(%p,%s,%p)\n",This,debugstr_guid(riid),ppobj); return IDirectSoundBuffer_QueryInterface((LPDIRECTSOUNDBUFFER8)This->dsb, riid, ppobj); } static ULONG WINAPI IDirectSound3DBufferImpl_AddRef(LPDIRECTSOUND3DBUFFER iface) { ICOM_THIS(IDirectSound3DBufferImpl,iface); ULONG ulReturn; TRACE("(%p) ref was %ld\n", This, This->ref); ulReturn = InterlockedIncrement(&This->ref); if (ulReturn == 1) IDirectSoundBuffer8_AddRef((LPDIRECTSOUNDBUFFER8)This->dsb); return ulReturn; } static ULONG WINAPI IDirectSound3DBufferImpl_Release(LPDIRECTSOUND3DBUFFER iface) { ICOM_THIS(IDirectSound3DBufferImpl,iface); ULONG ulReturn; TRACE("(%p) ref was %ld\n", This, This->ref); ulReturn = InterlockedDecrement(&This->ref); if(ulReturn) return ulReturn; if (This->dsb) { BOOL std = (This->dsb->dsbd.dwFlags & DSBCAPS_CTRL3D); IDirectSoundBuffer8_Release((LPDIRECTSOUNDBUFFER8)This->dsb); if (std) return 0; /* leave it to IDirectSoundBufferImpl_Release */ } if (This->dsb->ds3db == This) This->dsb->ds3db = NULL; DeleteCriticalSection(&This->lock); HeapFree(GetProcessHeap(),0,This); return 0; } /* IDirectSound3DBuffer methods */ static HRESULT WINAPI IDirectSound3DBufferImpl_GetAllParameters( LPDIRECTSOUND3DBUFFER iface, LPDS3DBUFFER lpDs3dBuffer) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("returning: all parameters\n"); *lpDs3dBuffer = This->ds3db; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetConeAngles( LPDIRECTSOUND3DBUFFER iface, LPDWORD lpdwInsideConeAngle, LPDWORD lpdwOutsideConeAngle) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("returning: Inside Cone Angle = %ld degrees; Outside Cone Angle = %ld degrees\n", This->ds3db.dwInsideConeAngle, This->ds3db.dwOutsideConeAngle); *lpdwInsideConeAngle = This->ds3db.dwInsideConeAngle; *lpdwOutsideConeAngle = This->ds3db.dwOutsideConeAngle; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetConeOrientation( LPDIRECTSOUND3DBUFFER iface, LPD3DVECTOR lpvConeOrientation) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("returning: Cone Orientation vector = (%f,%f,%f)\n", This->ds3db.vConeOrientation.u1.x, This->ds3db.vConeOrientation.u2.y, This->ds3db.vConeOrientation.u3.z); *lpvConeOrientation = This->ds3db.vConeOrientation; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetConeOutsideVolume( LPDIRECTSOUND3DBUFFER iface, LPLONG lplConeOutsideVolume) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("returning: Cone Outside Volume = %ld\n", This->ds3db.lConeOutsideVolume); *lplConeOutsideVolume = This->ds3db.lConeOutsideVolume; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetMaxDistance( LPDIRECTSOUND3DBUFFER iface, LPD3DVALUE lpfMaxDistance) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("returning: Max Distance = %f\n", This->ds3db.flMaxDistance); *lpfMaxDistance = This->ds3db.flMaxDistance; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetMinDistance( LPDIRECTSOUND3DBUFFER iface, LPD3DVALUE lpfMinDistance) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("returning: Min Distance = %f\n", This->ds3db.flMinDistance); *lpfMinDistance = This->ds3db.flMinDistance; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetMode( LPDIRECTSOUND3DBUFFER iface, LPDWORD lpdwMode) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("returning: Mode = %ld\n", This->ds3db.dwMode); *lpdwMode = This->ds3db.dwMode; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetPosition( LPDIRECTSOUND3DBUFFER iface, LPD3DVECTOR lpvPosition) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("returning: Position vector = (%f,%f,%f)\n", This->ds3db.vPosition.u1.x, This->ds3db.vPosition.u2.y, This->ds3db.vPosition.u1.x); *lpvPosition = This->ds3db.vPosition; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetVelocity( LPDIRECTSOUND3DBUFFER iface, LPD3DVECTOR lpvVelocity) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("returning: Velocity vector = (%f,%f,%f)\n", This->ds3db.vVelocity.u1.x, This->ds3db.vVelocity.u2.y, This->ds3db.vVelocity.u3.z); *lpvVelocity = This->ds3db.vVelocity; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetAllParameters( LPDIRECTSOUND3DBUFFER iface, LPCDS3DBUFFER lpcDs3dBuffer, DWORD dwApply) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("setting: all parameters; dwApply = %ld\n", dwApply); This->ds3db = *lpcDs3dBuffer; if (dwApply == DS3D_IMMEDIATE) { DSOUND_Mix3DBuffer(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetConeAngles( LPDIRECTSOUND3DBUFFER iface, DWORD dwInsideConeAngle, DWORD dwOutsideConeAngle, DWORD dwApply) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("setting: Inside Cone Angle = %ld; Outside Cone Angle = %ld; dwApply = %ld\n", dwInsideConeAngle, dwOutsideConeAngle, dwApply); This->ds3db.dwInsideConeAngle = dwInsideConeAngle; This->ds3db.dwOutsideConeAngle = dwOutsideConeAngle; if (dwApply == DS3D_IMMEDIATE) { DSOUND_Mix3DBuffer(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetConeOrientation( LPDIRECTSOUND3DBUFFER iface, D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("setting: Cone Orientation vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply); This->ds3db.vConeOrientation.u1.x = x; This->ds3db.vConeOrientation.u2.y = y; This->ds3db.vConeOrientation.u3.z = z; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetConeOutsideVolume( LPDIRECTSOUND3DBUFFER iface, LONG lConeOutsideVolume, DWORD dwApply) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("setting: ConeOutsideVolume = %ld; dwApply = %ld\n", lConeOutsideVolume, dwApply); This->ds3db.lConeOutsideVolume = lConeOutsideVolume; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetMaxDistance( LPDIRECTSOUND3DBUFFER iface, D3DVALUE fMaxDistance, DWORD dwApply) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("setting: MaxDistance = %f; dwApply = %ld\n", fMaxDistance, dwApply); This->ds3db.flMaxDistance = fMaxDistance; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetMinDistance( LPDIRECTSOUND3DBUFFER iface, D3DVALUE fMinDistance, DWORD dwApply) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("setting: MinDistance = %f; dwApply = %ld\n", fMinDistance, dwApply); This->ds3db.flMinDistance = fMinDistance; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetMode( LPDIRECTSOUND3DBUFFER iface, DWORD dwMode, DWORD dwApply) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("setting: Mode = %ld; dwApply = %ld\n", dwMode, dwApply); This->ds3db.dwMode = dwMode; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetPosition( LPDIRECTSOUND3DBUFFER iface, D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("setting: Position vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply); This->ds3db.vPosition.u1.x = x; This->ds3db.vPosition.u2.y = y; This->ds3db.vPosition.u3.z = z; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetVelocity( LPDIRECTSOUND3DBUFFER iface, D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply) { ICOM_THIS(IDirectSound3DBufferImpl,iface); TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply); This->ds3db.vVelocity.u1.x = x; This->ds3db.vVelocity.u2.y = y; This->ds3db.vVelocity.u3.z = z; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->need_recalc = TRUE; return DS_OK; } static ICOM_VTABLE(IDirectSound3DBuffer) ds3dbvt = { ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE /* 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, }; HRESULT WINAPI IDirectSound3DBufferImpl_Create( IDirectSoundBufferImpl *This, IDirectSound3DBufferImpl **pds3db) { IDirectSound3DBufferImpl *ds3db; TRACE("(%p,%p)\n",This,pds3db); ds3db = (IDirectSound3DBufferImpl*)HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(*ds3db)); if (ds3db == NULL) { WARN("out of memory\n"); return DSERR_OUTOFMEMORY; } ds3db->ref = 0; ds3db->dsb = This; ds3db->lpVtbl = &ds3dbvt; InitializeCriticalSection(&ds3db->lock); ds3db->ds3db.dwSize = sizeof(DS3DBUFFER); ds3db->ds3db.vPosition.u1.x = 0.0; ds3db->ds3db.vPosition.u2.y = 0.0; ds3db->ds3db.vPosition.u3.z = 0.0; ds3db->ds3db.vVelocity.u1.x = 0.0; ds3db->ds3db.vVelocity.u2.y = 0.0; ds3db->ds3db.vVelocity.u3.z = 0.0; ds3db->ds3db.dwInsideConeAngle = DS3D_DEFAULTCONEANGLE; ds3db->ds3db.dwOutsideConeAngle = DS3D_DEFAULTCONEANGLE; ds3db->ds3db.vConeOrientation.u1.x = 0.0; ds3db->ds3db.vConeOrientation.u2.y = 0.0; ds3db->ds3db.vConeOrientation.u3.z = 0.0; ds3db->ds3db.lConeOutsideVolume = DS3D_DEFAULTCONEOUTSIDEVOLUME; ds3db->ds3db.flMinDistance = DS3D_DEFAULTMINDISTANCE; ds3db->ds3db.flMaxDistance = DS3D_DEFAULTMAXDISTANCE; ds3db->ds3db.dwMode = DS3DMODE_NORMAL; *pds3db = ds3db; return S_OK; } /******************************************************************************* * IDirectSound3DListener */ /* IUnknown methods */ static HRESULT WINAPI IDirectSound3DListenerImpl_QueryInterface( LPDIRECTSOUND3DLISTENER iface, REFIID riid, LPVOID *ppobj) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("(%p,%s,%p)\n",This,debugstr_guid(riid),ppobj); return IDirectSoundBuffer_QueryInterface((LPDIRECTSOUNDBUFFER8)This->dsb, riid, ppobj); } static ULONG WINAPI IDirectSound3DListenerImpl_AddRef(LPDIRECTSOUND3DLISTENER iface) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("(%p) ref was %ld\n", This, This->ref); return InterlockedIncrement(&This->ref); } static ULONG WINAPI IDirectSound3DListenerImpl_Release(LPDIRECTSOUND3DLISTENER iface) { ICOM_THIS(IDirectSound3DListenerImpl,iface); ULONG ulReturn; TRACE("(%p) ref was %ld\n", This, This->ref); ulReturn = InterlockedDecrement(&This->ref); /* Free all resources */ if( ulReturn == 0 ) { if(This->dsb) IDirectSoundBuffer8_Release((LPDIRECTSOUNDBUFFER8)This->dsb); DeleteCriticalSection(&This->lock); HeapFree(GetProcessHeap(),0,This); } return ulReturn; } /* IDirectSound3DListener methods */ static HRESULT WINAPI IDirectSound3DListenerImpl_GetAllParameter( LPDIRECTSOUND3DLISTENER iface, LPDS3DLISTENER lpDS3DL) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("returning: all parameters\n"); *lpDS3DL = This->ds3dl; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_GetDistanceFactor( LPDIRECTSOUND3DLISTENER iface, LPD3DVALUE lpfDistanceFactor) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("returning: Distance Factor = %f\n", This->ds3dl.flDistanceFactor); *lpfDistanceFactor = This->ds3dl.flDistanceFactor; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_GetDopplerFactor( LPDIRECTSOUND3DLISTENER iface, LPD3DVALUE lpfDopplerFactor) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("returning: Doppler Factor = %f\n", This->ds3dl.flDopplerFactor); *lpfDopplerFactor = This->ds3dl.flDopplerFactor; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_GetOrientation( LPDIRECTSOUND3DLISTENER iface, LPD3DVECTOR lpvOrientFront, LPD3DVECTOR lpvOrientTop) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("returning: OrientFront vector = (%f,%f,%f); OrientTop vector = (%f,%f,%f)\n", This->ds3dl.vOrientFront.u1.x, \ This->ds3dl.vOrientFront.u2.y, This->ds3dl.vOrientFront.u3.z, This->ds3dl.vOrientTop.u1.x, This->ds3dl.vOrientTop.u2.y, \ This->ds3dl.vOrientTop.u3.z); *lpvOrientFront = This->ds3dl.vOrientFront; *lpvOrientTop = This->ds3dl.vOrientTop; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_GetPosition( LPDIRECTSOUND3DLISTENER iface, LPD3DVECTOR lpvPosition) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("returning: Position vector = (%f,%f,%f)\n", This->ds3dl.vPosition.u1.x, This->ds3dl.vPosition.u2.y, This->ds3dl.vPosition.u3.z); *lpvPosition = This->ds3dl.vPosition; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_GetRolloffFactor( LPDIRECTSOUND3DLISTENER iface, LPD3DVALUE lpfRolloffFactor) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("returning: RolloffFactor = %f\n", This->ds3dl.flRolloffFactor); *lpfRolloffFactor = This->ds3dl.flRolloffFactor; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_GetVelocity( LPDIRECTSOUND3DLISTENER iface, LPD3DVECTOR lpvVelocity) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("returning: Velocity vector = (%f,%f,%f)\n", This->ds3dl.vVelocity.u1.x, This->ds3dl.vVelocity.u2.y, This->ds3dl.vVelocity.u3.z); *lpvVelocity = This->ds3dl.vVelocity; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetAllParameters( LPDIRECTSOUND3DLISTENER iface, LPCDS3DLISTENER lpcDS3DL, DWORD dwApply) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("setting: all parameters; dwApply = %ld\n", dwApply); This->ds3dl = *lpcDS3DL; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_ChangeListener(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetDistanceFactor( LPDIRECTSOUND3DLISTENER iface, D3DVALUE fDistanceFactor, DWORD dwApply) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("setting: Distance Factor = %f; dwApply = %ld\n", fDistanceFactor, dwApply); This->ds3dl.flDistanceFactor = fDistanceFactor; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_ChangeListener(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetDopplerFactor( LPDIRECTSOUND3DLISTENER iface, D3DVALUE fDopplerFactor, DWORD dwApply) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("setting: Doppler Factor = %f; dwApply = %ld\n", fDopplerFactor, dwApply); This->ds3dl.flDopplerFactor = fDopplerFactor; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_ChangeListener(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetOrientation( LPDIRECTSOUND3DLISTENER iface, D3DVALUE xFront, D3DVALUE yFront, D3DVALUE zFront, D3DVALUE xTop, D3DVALUE yTop, D3DVALUE zTop, DWORD dwApply) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("setting: Front vector = (%f,%f,%f); Top vector = (%f,%f,%f); dwApply = %ld\n", \ xFront, yFront, zFront, xTop, yTop, zTop, dwApply); This->ds3dl.vOrientFront.u1.x = xFront; This->ds3dl.vOrientFront.u2.y = yFront; This->ds3dl.vOrientFront.u3.z = zFront; This->ds3dl.vOrientTop.u1.x = xTop; This->ds3dl.vOrientTop.u2.y = yTop; This->ds3dl.vOrientTop.u3.z = zTop; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_ChangeListener(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetPosition( LPDIRECTSOUND3DLISTENER iface, D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("setting: Position vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply); This->ds3dl.vPosition.u1.x = x; This->ds3dl.vPosition.u2.y = y; This->ds3dl.vPosition.u3.z = z; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_ChangeListener(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetRolloffFactor( LPDIRECTSOUND3DLISTENER iface, D3DVALUE fRolloffFactor, DWORD dwApply) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("setting: Rolloff Factor = %f; dwApply = %ld\n", fRolloffFactor, dwApply); This->ds3dl.flRolloffFactor = fRolloffFactor; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_ChangeListener(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetVelocity( LPDIRECTSOUND3DLISTENER iface, D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply); This->ds3dl.vVelocity.u1.x = x; This->ds3dl.vVelocity.u2.y = y; This->ds3dl.vVelocity.u3.z = z; if (dwApply == DS3D_IMMEDIATE) { This->need_recalc = FALSE; DSOUND_ChangeListener(This); } This->need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_CommitDeferredSettings( LPDIRECTSOUND3DLISTENER iface) { ICOM_THIS(IDirectSound3DListenerImpl,iface); TRACE("\n"); DSOUND_ChangeListener(This); return DS_OK; } static ICOM_VTABLE(IDirectSound3DListener) ds3dlvt = { ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE /* 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, }; HRESULT WINAPI IDirectSound3DListenerImpl_Create( PrimaryBufferImpl *This, IDirectSound3DListenerImpl **pdsl) { IDirectSound3DListenerImpl *dsl; TRACE("(%p,%p)\n",This,pdsl); dsl = (IDirectSound3DListenerImpl*)HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(*dsl)); if (dsl == NULL) { WARN("out of memory\n"); return DSERR_OUTOFMEMORY; } dsl->ref = 1; dsl->lpVtbl = &ds3dlvt; dsl->ds3dl.dwSize = sizeof(DS3DLISTENER); dsl->ds3dl.vPosition.u1.x = 0.0; dsl->ds3dl.vPosition.u2.y = 0.0; dsl->ds3dl.vPosition.u3.z = 0.0; dsl->ds3dl.vVelocity.u1.x = 0.0; dsl->ds3dl.vVelocity.u2.y = 0.0; dsl->ds3dl.vVelocity.u3.z = 0.0; dsl->ds3dl.vOrientFront.u1.x = 0.0; dsl->ds3dl.vOrientFront.u2.y = 0.0; dsl->ds3dl.vOrientFront.u3.z = 1.0; dsl->ds3dl.vOrientTop.u1.x = 0.0; dsl->ds3dl.vOrientTop.u2.y = 1.0; 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); dsl->dsb = This; /* NOTE: don't add a reference because it would cause a circular reference */ /* IDirectSoundBuffer8_AddRef((LPDIRECTSOUNDBUFFER8)This); */ *pdsl = dsl; return S_OK; }