niotso/Client/Audio/Startup.cpp
Fatbag bc51bb4aad * License header formatting change
* New IFF chunk formats supported: CST, FBMP, CATS
* Rebranded libfar to simply far
* Started preliminary work on the hitutils package
2012-05-21 23:27:44 -05:00

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/*
Niotso - The New Implementation of The Sims Online
Audio/Startup.cpp
Copyright (c) 2012 Niotso Project <http://niotso.org/>
Author(s): Fatbag <X-Fi6@phppoll.org>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "../EngineInterface.hpp"
namespace Audio {
IXAudio2 *pXAudio2 = NULL;
IXAudio2MasteringVoice *MasterVoice = NULL;
int Initialize(){
HRESULT result;
result = CoInitializeEx(NULL, COINIT_APARTMENTTHREADED | COINIT_DISABLE_OLE1DDE | COINIT_SPEED_OVER_MEMORY);
if(result != S_OK){
MessageBox(Window::hWnd, "Failed to initialize Microsoft COM.", NULL, MB_OK | MB_ICONERROR);
Shutdown();
return ERROR_AUDIO_INIT_COM;
}
result = XAudio2Create(&pXAudio2, 0, XAUDIO2_DEFAULT_PROCESSOR);
if(result != S_OK){
MessageBox(Window::hWnd, "Failed to initialize XAudio2. Please download the latest DirectX runtime for your system.",
NULL, MB_OK | MB_ICONERROR);
Shutdown();
return ERROR_AUDIO_INIT_XAUDIO2;
}
result = pXAudio2->CreateMasteringVoice(&MasterVoice, 2, 44100, 0, 0, NULL);
if(result != S_OK){
MessageBox(Window::hWnd, "Failed to create the mastering voice for XAudio2.", NULL, MB_OK | MB_ICONERROR);
Shutdown();
return ERROR_AUDIO_CREATE_VOICE;
}
return 0;
}
PlayableSound_t * LoadSound(const Sound_t * Sound){
const WAVEFORMATEX wfx = {
WAVE_FORMAT_PCM, //wFormatTag
Sound->Channels, //nChannels
Sound->SamplingRate, //nSamplesPerSec
((Sound->Channels * Sound->BitDepth) >> 3) * Sound->SamplingRate, //nAvgBytesPerSec
((Sound->Channels * Sound->BitDepth) >> 3), //nBlockAlign
Sound->BitDepth, //wBitsPerSample
0 //cbSize
};
const XAUDIO2_BUFFER buffer = {
0, //Flags
Sound->Duration * wfx.nBlockAlign, //AudioBytes
Sound->Data, //pAudioData
0, //PlayBegin
0, //PlayLength
0, //LoopBegin
0, //LoopLength
XAUDIO2_LOOP_INFINITE, //LoopCount
NULL, //pContext
};
IXAudio2SourceVoice* pSourceVoice;
if(FAILED(pXAudio2->CreateSourceVoice(&pSourceVoice, &wfx)))
return NULL;
if(FAILED(pSourceVoice->SubmitSourceBuffer(&buffer)))
return NULL;
PlayableSound_t * PlayableSound = (PlayableSound_t*) malloc(sizeof(PlayableSound_t));
if(!PlayableSound)
return NULL;
PlayableSound->pSourceVoice = pSourceVoice;
PlayableSound->Playing = false;
PlayableSound->Data = Sound->Data;
return PlayableSound;
}
bool PlaySound(PlayableSound_t * Sound){
if(!Sound->Playing && !FAILED(Sound->pSourceVoice->Start(0))){
Sound->Playing = true;
return true;
}
return false;
}
bool StopSound(PlayableSound_t * Sound){
int success = false;
if(Sound->Playing && !FAILED(Sound->pSourceVoice->Stop(0)))
success = true;
Sound->Playing = false;
return success;
}
void DeleteSound(PlayableSound_t * Sound){
StopSound(Sound);
//Sound->pSourceVoice->Release();
}
void Shutdown(){
if(MasterVoice){
MasterVoice->DestroyVoice();
MasterVoice = NULL;
}
if(pXAudio2){
pXAudio2->Release();
pXAudio2 = NULL;
}
}
}