Sweden-Number/dlls/dsound/sound3d.c

992 lines
30 KiB
C

/* 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., 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 <assert.h>
#include <stdio.h>
#include <sys/types.h>
#include <sys/fcntl.h>
#ifdef HAVE_UNISTD_H
# include <unistd.h>
#endif
#include <stdlib.h>
#include <string.h>
#include <math.h> /* 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
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;
}
/*******************************************************************************
* 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;
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);
}
/* 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);
/* doppler shift*/
/* at last, we got the desired volume */
ds3db->dsb->volpan.lVolume = lVolume;
ds3db->dsb->dsound->volpan.lVolume = lVolume;
DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
DSOUND_ForceRemix (ds3db->dsb);
}
static void WINAPI DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl)
{
int i;
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;
ds3db = (IDirectSound3DBufferImpl*)HeapAlloc(GetProcessHeap(),0,sizeof(*ds3db));
ds3db->ref = 0;
ds3db->dsb = This;
ICOM_VTBL(ds3db) = &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);
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;
dsl = (IDirectSound3DListenerImpl*)HeapAlloc(GetProcessHeap(),0,sizeof(*dsl));
dsl->ref = 1;
ICOM_VTBL(dsl) = &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;
IDirectSoundBuffer8_AddRef((LPDIRECTSOUNDBUFFER8)This);
*pdsl = dsl;
return S_OK;
}