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MinecraftConsoles/Minecraft.Client/Xbox/Audio/SoundEngine.h
2026-03-01 12:16:08 +08:00

110 lines
3.6 KiB
C++

#pragma once
class Mob;
class Options;
using namespace std;
#include "..\..\..\Minecraft.World\SoundTypes.h"
#ifdef _XBOX
extern IXAudio2* g_pXAudio2; // pointer to XAudio2 instance used by QNet and XACT
extern IXAudio2MasteringVoice* g_pXAudio2MasteringVoice; // pointer to XAudio2 mastering voice
#endif
class SoundEngine : public ConsoleSoundEngine
{
#ifdef _XBOX
//static const unsigned char *ucSoundNames[eSoundType_MAX][32];
static const int MAX_POLYPHONY = 30; // 4J added
static const int MAX_SAME_SOUNDS_PLAYING = 8; // 4J added
static IXACT3Engine *m_pXACT3Engine;
static X3DAUDIO_HANDLE m_xact3dInstance;
static X3DAUDIO_DSP_SETTINGS m_DSPSettings;
static X3DAUDIO_EMITTER m_emitter;
static X3DAUDIO_LISTENER m_listeners[4];
static int m_validListenerCount;
static X3DAUDIO_DISTANCE_CURVE m_VolumeCurve;
static X3DAUDIO_DISTANCE_CURVE_POINT m_VolumeCurvePoints[2];
static X3DAUDIO_DISTANCE_CURVE m_DragonVolumeCurve;
static X3DAUDIO_DISTANCE_CURVE_POINT m_DragonVolumeCurvePoints[2];
static X3DAUDIO_DISTANCE_CURVE m_VolumeCurveNoDecay;
static X3DAUDIO_DISTANCE_CURVE_POINT m_VolumeCurvePointsNoDecay[2];
static IXACT3WaveBank *m_pWaveBank;
static IXACT3WaveBank *m_pWaveBank2;
static IXACT3WaveBank *m_pStreamedWaveBank;
static IXACT3WaveBank *m_pStreamedWaveBankAdditional;
static IXACT3SoundBank *m_pSoundBank;
static IXACT3SoundBank *m_pSoundBank2;
static CRITICAL_SECTION m_CS;
struct soundInfo
{
// 4J-PB - adding the cue index so we can limit the number of the same sounds playing (rain)
XACTINDEX idx;
int iSoundBank;
eSOUND_TYPE eSoundID;
float x, y, z;
float volume;
float pitch;
IXACT3Cue *pCue;
bool updatePos;
};
void update3DPosition( soundInfo *pInfo, bool bPlaceEmitterAtListener = false, bool bIsCDMusic = false);
static vector<soundInfo *>currentSounds;
int noMusicDelay;
Random *random;
// 4J Added
#endif
#ifdef _XBOX
char * m_chMusicName;
soundInfo m_MusicInfo;
XACTINDEX m_musicIDX;
bool m_bStreamingMusicReady;
bool m_bStreamingWaveBank1Ready;
bool m_bStreamingWaveBank2Ready;
// to handle volume changes
XACTCATEGORY m_xactSFX;
XACTCATEGORY m_xactMusic;
#endif
public:
SoundEngine();
virtual void destroy();
virtual void play(int iSound, float x, float y, float z, float volume, float pitch);
virtual void playStreaming(const wstring& name, float x, float y , float z, float volume, float pitch, bool bMusicDelay=true);
virtual void playUI(int iSound, float volume, float pitch);
virtual void playMusicTick();
virtual void updateMusicVolume(float fVal);
virtual void updateSystemMusicPlaying(bool isPlaying);
virtual void updateSoundEffectVolume(float fVal);
virtual void init(Options *);
virtual void tick(shared_ptr<Mob> *players, float a); // 4J - updated to take array of local players rather than single one
virtual void add(const wstring& name, File *file);
virtual void addMusic(const wstring& name, File *file);
virtual void addStreaming(const wstring& name, File *file);
#ifndef __PS3__
static void setXACTEngine( IXACT3Engine *pXACT3Engine);
void CreateStreamingWavebank(const char *pchName, IXACT3WaveBank **ppStreamedWaveBank);
void CreateSoundbank(const char *pchName, IXACT3SoundBank **ppSoundBank);
#endif // __PS3__
virtual char *ConvertSoundPathToName(const wstring& name, bool bConvertSpaces=false);
bool isStreamingWavebankReady(); // 4J Added
#ifdef _XBOX
bool isStreamingWavebankReady(IXACT3WaveBank *pWaveBank);
#endif
int initAudioHardware(int iMinSpeakers) { return iMinSpeakers;}
private:
#ifndef __PS3__
static void XACTNotificationCallback( const XACT_NOTIFICATION* pNotification );
#endif // __PS3__
};