/* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, 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 #include /* Insomnia - pow() function */ #include "windef.h" #include "winbase.h" #include "winuser.h" #include "mmsystem.h" #include "mmddk.h" #include "wine/debug.h" #include "dsound.h" #include "dsound_private.h" /* 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 (const D3DVECTOR *a, const D3DVECTOR *b) { D3DVALUE c; c = (a->x*b->x) + (a->y*b->y) + (a->z*b->z); TRACE("(%f,%f,%f) * (%f,%f,%f) = %f)\n", a->x, a->y, a->z, b->x, b->y, b->z, c); return c; } /* vector product (I believe it's called cross product in English */ static inline D3DVECTOR VectorProduct (const D3DVECTOR *a, const D3DVECTOR *b) { D3DVECTOR c; c.x = (a->y*b->z) - (a->z*b->y); c.y = (a->z*b->x) - (a->x*b->z); c.z = (a->x*b->y) - (a->y*b->x); TRACE("(%f,%f,%f) x (%f,%f,%f) = (%f,%f,%f)\n", a->x, a->y, a->z, b->x, b->y, b->z, c.x, c.y, c.z); return c; } /* magnitude (length) of vector */ static inline D3DVALUE VectorMagnitude (const D3DVECTOR *a) { D3DVALUE l; l = sqrt (ScalarProduct (a, a)); TRACE("|(%f,%f,%f)| = %f\n", a->x, a->y, a->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; } /* angle between vectors - rad version */ static inline D3DVALUE AngleBetweenVectorsRad (const D3DVECTOR *a, const D3DVECTOR *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); if (!la || !lb) return 0; cos = product/(la*lb); if(cos > 1.f){ angle = 0; }else if(cos < -1.f){ angle = M_PI; }else{ angle = acos(cos); } TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f radians (%f degrees)\n", a->x, a->y, a->z, b->x, b->y, b->z, angle, RadToDeg(angle)); return angle; } static inline D3DVALUE AngleBetweenVectorsDeg (const D3DVECTOR *a, const D3DVECTOR *b) { return RadToDeg(AngleBetweenVectorsRad(a, b)); } /* calculates vector between two points */ static inline D3DVECTOR VectorBetweenTwoPoints (const D3DVECTOR *a, const D3DVECTOR *b) { D3DVECTOR c; c.x = b->x - a->x; c.y = b->y - a->y; c.z = b->z - a->z; TRACE("A (%f,%f,%f), B (%f,%f,%f), AB = (%f,%f,%f)\n", a->x, a->y, a->z, b->x, b->y, b->z, c.x, c.y, c.z); return c; } /* calculates the length of vector's projection on another vector */ static inline D3DVALUE ProjectVector (const D3DVECTOR *a, const D3DVECTOR *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->x, a->y, a->z, p->x, p->y, p->z, result); return result; } /******************************************************************************* * 3D Buffer and Listener mixing */ void DSOUND_Calc3DBuffer(IDirectSoundBufferImpl *dsb) { /* volume, at which the sound will be played after all calcs. */ D3DVALUE lVolume = 0; /* stuff for distance related stuff calc. */ D3DVECTOR vDistance; D3DVALUE flDistance = 0; /* panning related stuff */ D3DVALUE flAngle, flAngle2; D3DVECTOR vLeft; int i, num_main_speakers; float a, ingain; /* doppler shift related stuff */ TRACE("(%p)\n",dsb); /* initial buffer volume */ lVolume = dsb->ds3db_lVolume; switch (dsb->ds3db_ds3db.dwMode) { case DS3DMODE_NORMAL: TRACE("Normal 3D processing mode\n"); /* we need to calculate distance between buffer and listener*/ vDistance = VectorBetweenTwoPoints(&dsb->device->ds3dl.vPosition, &dsb->ds3db_ds3db.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 */ vDistance = dsb->ds3db_ds3db.vPosition; flDistance = VectorMagnitude (&vDistance); break; default: TRACE("3D processing disabled\n"); /* this one is here only to eliminate annoying warning message */ dsb->volpan.lVolume = dsb->ds3db_lVolume; DSOUND_RecalcVolPan (&dsb->volpan); return; } if (flDistance > dsb->ds3db_ds3db.flMaxDistance) { /* some apps don't want you to hear too distant sounds... */ if (dsb->dsbd.dwFlags & DSBCAPS_MUTE3DATMAXDISTANCE) { dsb->volpan.lVolume = DSBVOLUME_MIN; DSOUND_RecalcVolPan (&dsb->volpan); /* i guess mixing here would be a waste of power */ return; } else flDistance = dsb->ds3db_ds3db.flMaxDistance; } if (flDistance < dsb->ds3db_ds3db.flMinDistance) flDistance = dsb->ds3db_ds3db.flMinDistance; flDistance = dsb->ds3db_ds3db.flMinDistance + (flDistance - dsb->ds3db_ds3db.flMinDistance) * dsb->device->ds3dl.flRolloffFactor; /* attenuation proportional to the distance squared, converted to millibels as in lVolume*/ lVolume -= log10(flDistance/dsb->ds3db_ds3db.flMinDistance * flDistance/dsb->ds3db_ds3db.flMinDistance)*1000; TRACE("dist. att: Distance = %f, MinDistance = %f => adjusting volume %d to %f\n", flDistance, dsb->ds3db_ds3db.flMinDistance, dsb->ds3db_lVolume, lVolume); /* conning */ /* sometimes it happens that vConeOrientation vector = (0,0,0); in this case angle is "nan" and it's useless*/ if (dsb->ds3db_ds3db.vConeOrientation.x == 0 && dsb->ds3db_ds3db.vConeOrientation.y == 0 && dsb->ds3db_ds3db.vConeOrientation.z == 0) { TRACE("conning: cones not set\n"); } else { D3DVECTOR vDistanceInv; vDistanceInv.x = -vDistance.x; vDistanceInv.y = -vDistance.y; vDistanceInv.z = -vDistance.z; /* calculate angle */ flAngle = AngleBetweenVectorsDeg(&dsb->ds3db_ds3db.vConeOrientation, &vDistanceInv); /* if by any chance it happens that OutsideConeAngle = InsideConeAngle (that means that conning has no effect) */ if (dsb->ds3db_ds3db.dwInsideConeAngle != dsb->ds3db_ds3db.dwOutsideConeAngle) { /* my test show that for my way of calc., we need only half of angles */ DWORD dwInsideConeAngle = dsb->ds3db_ds3db.dwInsideConeAngle/2; DWORD dwOutsideConeAngle = dsb->ds3db_ds3db.dwOutsideConeAngle/2; if (dwOutsideConeAngle == dwInsideConeAngle) ++dwOutsideConeAngle; /* 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 += ((flAngle - dwInsideConeAngle)/(dwOutsideConeAngle - dwInsideConeAngle)) * dsb->ds3db_ds3db.lConeOutsideVolume; } TRACE("conning: Angle = %f deg; InsideConeAngle(/2) = %d deg; OutsideConeAngle(/2) = %d deg; ConeOutsideVolume = %d => adjusting volume to %f\n", flAngle, dsb->ds3db_ds3db.dwInsideConeAngle/2, dsb->ds3db_ds3db.dwOutsideConeAngle/2, dsb->ds3db_ds3db.lConeOutsideVolume, lVolume); } dsb->volpan.lVolume = lVolume; ingain = pow(2.0, dsb->volpan.lVolume / 600.0) * 0xffff; if (dsb->device->pwfx->nChannels == 1) { dsb->volpan.dwTotalAmpFactor[0] = ingain; return; } /* panning */ if (vDistance.x == 0.0f && vDistance.y == 0.0f && vDistance.z == 0.0f) flAngle = 0.0; else { vLeft = VectorProduct(&dsb->device->ds3dl.vOrientFront, &dsb->device->ds3dl.vOrientTop); /* To calculate angle to sound source we need to: * 1) Get angle between vDistance and a plane on which angle to sound source should be 0. * Such a plane is given by vectors vOrientFront and vOrientTop, and angle between vector * and a plane equals to M_PI_2 - angle between vector and normal to this plane (vLeft in this case). * 2) Determine if the source is behind or in front of us by calculating angle between vDistance * and vOrientFront. */ flAngle = AngleBetweenVectorsRad(&vLeft, &vDistance); flAngle2 = AngleBetweenVectorsRad(&dsb->device->ds3dl.vOrientFront, &vDistance); if (flAngle2 > M_PI_2) flAngle = -flAngle; flAngle -= M_PI_2; if (flAngle < -M_PI) flAngle += 2*M_PI; } TRACE("panning: Angle = %f rad, lPan = %d\n", flAngle, dsb->volpan.lPan); /* FIXME: Doppler Effect disabled since i have no idea which frequency to change and how to do it */ if(0) { D3DVALUE flFreq, flBufferVel, flListenerVel; /* doppler shift*/ if (!VectorMagnitude(&dsb->ds3db_ds3db.vVelocity) && !VectorMagnitude(&dsb->device->ds3dl.vVelocity)) { TRACE("doppler: Buffer and Listener don't have velocities\n"); } else if (!(dsb->ds3db_ds3db.vVelocity.x == dsb->device->ds3dl.vVelocity.x && dsb->ds3db_ds3db.vVelocity.y == dsb->device->ds3dl.vVelocity.y && dsb->ds3db_ds3db.vVelocity.z == dsb->device->ds3dl.vVelocity.z)) { /* calculate length of ds3db_ds3db.vVelocity component which causes Doppler Effect NOTE: if buffer moves TOWARDS the listener, its velocity component is NEGATIVE if buffer moves AWAY from listener, its velocity component is POSITIVE */ flBufferVel = ProjectVector(&dsb->ds3db_ds3db.vVelocity, &vDistance); /* calculate length of ds3dl.vVelocity component which causes Doppler Effect NOTE: if listener moves TOWARDS the buffer, its velocity component is POSITIVE if listener moves AWAY from buffer, its velocity component is NEGATIVE */ flListenerVel = ProjectVector(&dsb->device->ds3dl.vVelocity, &vDistance); /* formula taken from Gianicoli D.: Physics, 4th edition: */ /* FIXME: replace dsb->freq with appropriate frequency ! */ flFreq = dsb->freq * ((DEFAULT_VELOCITY + flListenerVel)/(DEFAULT_VELOCITY + flBufferVel)); TRACE("doppler: Buffer velocity (component) = %f, Listener velocity (component) = %f => Doppler shift: %d Hz -> %f Hz\n", flBufferVel, flListenerVel, dsb->freq, flFreq); /* FIXME: replace following line with correct frequency setting ! */ dsb->freq = flFreq; DSOUND_RecalcFormat(dsb); } } for (i = 0; i < dsb->device->pwfx->nChannels; i++) dsb->volpan.dwTotalAmpFactor[i] = 0; num_main_speakers = dsb->device->pwfx->nChannels; if (dsb->device->lfe_channel != -1) { dsb->volpan.dwTotalAmpFactor[dsb->device->lfe_channel] = ingain; num_main_speakers--; } /* adapted from OpenAL's Alc/panning.c */ for (i = 0; i < num_main_speakers - 1; i++) { if(flAngle >= dsb->device->speaker_angles[i] && flAngle < dsb->device->speaker_angles[i+1]) { /* Sound is between speakers i and i+1 */ a = (flAngle-dsb->device->speaker_angles[i]) / (dsb->device->speaker_angles[i+1]-dsb->device->speaker_angles[i]); dsb->volpan.dwTotalAmpFactor[dsb->device->speaker_num[i]] = sqrtf(1.0f-a) * ingain; dsb->volpan.dwTotalAmpFactor[dsb->device->speaker_num[i+1]] = sqrtf(a) * ingain; return; } } /* Sound is between last and first speakers */ if (flAngle < dsb->device->speaker_angles[0]) { flAngle += M_PI*2.0f; } a = (flAngle-dsb->device->speaker_angles[i]) / (M_PI*2.0f + dsb->device->speaker_angles[0]-dsb->device->speaker_angles[i]); dsb->volpan.dwTotalAmpFactor[dsb->device->speaker_num[i]] = sqrtf(1.0f-a) * ingain; dsb->volpan.dwTotalAmpFactor[dsb->device->speaker_num[0]] = sqrtf(a) * ingain; } static void DSOUND_Mix3DBuffer(IDirectSoundBufferImpl *dsb) { TRACE("(%p)\n",dsb); DSOUND_Calc3DBuffer(dsb); } static void DSOUND_ChangeListener(IDirectSoundBufferImpl *ds3dl) { int i; TRACE("(%p)\n",ds3dl); for (i = 0; i < ds3dl->device->nrofbuffers; i++) { /* check if this buffer is waiting for recalculation */ if (ds3dl->device->buffers[i]->ds3db_need_recalc) { DSOUND_Mix3DBuffer(ds3dl->device->buffers[i]); } } } /******************************************************************************* * IDirectSound3DBuffer */ static inline IDirectSoundBufferImpl *impl_from_IDirectSound3DBuffer(IDirectSound3DBuffer *iface) { return CONTAINING_RECORD(iface, IDirectSoundBufferImpl, IDirectSound3DBuffer_iface); } /* IUnknown methods */ static HRESULT WINAPI IDirectSound3DBufferImpl_QueryInterface(IDirectSound3DBuffer *iface, REFIID riid, void **ppobj) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("(%p, %s, %p)\n", This, debugstr_guid(riid), ppobj); return IDirectSoundBuffer8_QueryInterface(&This->IDirectSoundBuffer8_iface, riid, ppobj); } static ULONG WINAPI IDirectSound3DBufferImpl_AddRef(IDirectSound3DBuffer *iface) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); ULONG ref = InterlockedIncrement(&This->ref3D); TRACE("(%p) ref %d\n", This, ref); if(ref == 1) InterlockedIncrement(&This->numIfaces); return ref; } static ULONG WINAPI IDirectSound3DBufferImpl_Release(IDirectSound3DBuffer *iface) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); ULONG ref = InterlockedDecrement(&This->ref3D); TRACE("(%p) ref %d\n", This, ref); if (!ref && !InterlockedDecrement(&This->numIfaces)) secondarybuffer_destroy(This); return ref; } /* IDirectSound3DBuffer methods */ static HRESULT WINAPI IDirectSound3DBufferImpl_GetAllParameters(IDirectSound3DBuffer *iface, DS3DBUFFER *lpDs3dBuffer) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("(%p,%p)\n",This,lpDs3dBuffer); if (lpDs3dBuffer == NULL) { WARN("invalid parameter: lpDs3dBuffer == NULL\n"); return DSERR_INVALIDPARAM; } if (lpDs3dBuffer->dwSize < sizeof(*lpDs3dBuffer)) { WARN("invalid parameter: lpDs3dBuffer->dwSize = %d\n",lpDs3dBuffer->dwSize); return DSERR_INVALIDPARAM; } TRACE("returning: all parameters\n"); *lpDs3dBuffer = This->ds3db_ds3db; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetConeAngles(IDirectSound3DBuffer *iface, DWORD *lpdwInsideConeAngle, DWORD *lpdwOutsideConeAngle) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("returning: Inside Cone Angle = %d degrees; Outside Cone Angle = %d degrees\n", This->ds3db_ds3db.dwInsideConeAngle, This->ds3db_ds3db.dwOutsideConeAngle); *lpdwInsideConeAngle = This->ds3db_ds3db.dwInsideConeAngle; *lpdwOutsideConeAngle = This->ds3db_ds3db.dwOutsideConeAngle; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetConeOrientation(IDirectSound3DBuffer *iface, D3DVECTOR *lpvConeOrientation) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("returning: Cone Orientation vector = (%f,%f,%f)\n", This->ds3db_ds3db.vConeOrientation.x, This->ds3db_ds3db.vConeOrientation.y, This->ds3db_ds3db.vConeOrientation.z); *lpvConeOrientation = This->ds3db_ds3db.vConeOrientation; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetConeOutsideVolume(IDirectSound3DBuffer *iface, LONG *lplConeOutsideVolume) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("returning: Cone Outside Volume = %d\n", This->ds3db_ds3db.lConeOutsideVolume); *lplConeOutsideVolume = This->ds3db_ds3db.lConeOutsideVolume; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetMaxDistance(IDirectSound3DBuffer *iface, D3DVALUE *lpfMaxDistance) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("returning: Max Distance = %f\n", This->ds3db_ds3db.flMaxDistance); *lpfMaxDistance = This->ds3db_ds3db.flMaxDistance; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetMinDistance(IDirectSound3DBuffer *iface, D3DVALUE *lpfMinDistance) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("returning: Min Distance = %f\n", This->ds3db_ds3db.flMinDistance); *lpfMinDistance = This->ds3db_ds3db.flMinDistance; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetMode(IDirectSound3DBuffer *iface, DWORD *lpdwMode) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("returning: Mode = %d\n", This->ds3db_ds3db.dwMode); *lpdwMode = This->ds3db_ds3db.dwMode; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetPosition(IDirectSound3DBuffer *iface, D3DVECTOR *lpvPosition) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("returning: Position vector = (%f,%f,%f)\n", This->ds3db_ds3db.vPosition.x, This->ds3db_ds3db.vPosition.y, This->ds3db_ds3db.vPosition.z); *lpvPosition = This->ds3db_ds3db.vPosition; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_GetVelocity(IDirectSound3DBuffer *iface, D3DVECTOR *lpvVelocity) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("returning: Velocity vector = (%f,%f,%f)\n", This->ds3db_ds3db.vVelocity.x, This->ds3db_ds3db.vVelocity.y, This->ds3db_ds3db.vVelocity.z); *lpvVelocity = This->ds3db_ds3db.vVelocity; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetAllParameters(IDirectSound3DBuffer *iface, const DS3DBUFFER *lpcDs3dBuffer, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); DWORD status = DSERR_INVALIDPARAM; TRACE("(%p,%p,%x)\n",iface,lpcDs3dBuffer,dwApply); if (lpcDs3dBuffer == NULL) { WARN("invalid parameter: lpcDs3dBuffer == NULL\n"); return status; } if (lpcDs3dBuffer->dwSize != sizeof(DS3DBUFFER)) { WARN("invalid parameter: lpcDs3dBuffer->dwSize = %d\n", lpcDs3dBuffer->dwSize); return status; } TRACE("setting: all parameters; dwApply = %d\n", dwApply); This->ds3db_ds3db = *lpcDs3dBuffer; if (dwApply == DS3D_IMMEDIATE) { DSOUND_Mix3DBuffer(This); } This->ds3db_need_recalc = TRUE; status = DS_OK; return status; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetConeAngles(IDirectSound3DBuffer *iface, DWORD dwInsideConeAngle, DWORD dwOutsideConeAngle, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("setting: Inside Cone Angle = %d; Outside Cone Angle = %d; dwApply = %d\n", dwInsideConeAngle, dwOutsideConeAngle, dwApply); This->ds3db_ds3db.dwInsideConeAngle = dwInsideConeAngle; This->ds3db_ds3db.dwOutsideConeAngle = dwOutsideConeAngle; if (dwApply == DS3D_IMMEDIATE) DSOUND_Mix3DBuffer(This); This->ds3db_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetConeOrientation(IDirectSound3DBuffer *iface, D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("setting: Cone Orientation vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply); This->ds3db_ds3db.vConeOrientation.x = x; This->ds3db_ds3db.vConeOrientation.y = y; This->ds3db_ds3db.vConeOrientation.z = z; if (dwApply == DS3D_IMMEDIATE) { This->ds3db_need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->ds3db_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetConeOutsideVolume(IDirectSound3DBuffer *iface, LONG lConeOutsideVolume, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("setting: ConeOutsideVolume = %d; dwApply = %d\n", lConeOutsideVolume, dwApply); This->ds3db_ds3db.lConeOutsideVolume = lConeOutsideVolume; if (dwApply == DS3D_IMMEDIATE) { This->ds3db_need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->ds3db_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetMaxDistance(IDirectSound3DBuffer *iface, D3DVALUE fMaxDistance, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("setting: MaxDistance = %f; dwApply = %d\n", fMaxDistance, dwApply); This->ds3db_ds3db.flMaxDistance = fMaxDistance; if (dwApply == DS3D_IMMEDIATE) { This->ds3db_need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->ds3db_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetMinDistance(IDirectSound3DBuffer *iface, D3DVALUE fMinDistance, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("setting: MinDistance = %f; dwApply = %d\n", fMinDistance, dwApply); This->ds3db_ds3db.flMinDistance = fMinDistance; if (dwApply == DS3D_IMMEDIATE) { This->ds3db_need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->ds3db_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetMode(IDirectSound3DBuffer *iface, DWORD dwMode, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("setting: Mode = %d; dwApply = %d\n", dwMode, dwApply); This->ds3db_ds3db.dwMode = dwMode; if (dwApply == DS3D_IMMEDIATE) { This->ds3db_need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->ds3db_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetPosition(IDirectSound3DBuffer *iface, D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("setting: Position vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply); This->ds3db_ds3db.vPosition.x = x; This->ds3db_ds3db.vPosition.y = y; This->ds3db_ds3db.vPosition.z = z; if (dwApply == DS3D_IMMEDIATE) { This->ds3db_need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->ds3db_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DBufferImpl_SetVelocity(IDirectSound3DBuffer *iface, D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DBuffer(iface); TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply); This->ds3db_ds3db.vVelocity.x = x; This->ds3db_ds3db.vVelocity.y = y; This->ds3db_ds3db.vVelocity.z = z; if (dwApply == DS3D_IMMEDIATE) { This->ds3db_need_recalc = FALSE; DSOUND_Mix3DBuffer(This); } This->ds3db_need_recalc = TRUE; return DS_OK; } const IDirectSound3DBufferVtbl ds3dbvt = { /* 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, }; /******************************************************************************* * IDirectSound3DListener */ static inline IDirectSoundBufferImpl *impl_from_IDirectSound3DListener(IDirectSound3DListener *iface) { return CONTAINING_RECORD(iface, IDirectSoundBufferImpl, IDirectSound3DListener_iface); } /* IUnknown methods */ static HRESULT WINAPI IDirectSound3DListenerImpl_QueryInterface(IDirectSound3DListener *iface, REFIID riid, void **ppobj) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("(%p,%s,%p)\n", iface, debugstr_guid(riid), ppobj); return IDirectSoundBuffer8_QueryInterface(&This->IDirectSoundBuffer8_iface, riid, ppobj); } static ULONG WINAPI IDirectSound3DListenerImpl_AddRef(IDirectSound3DListener *iface) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); ULONG ref = InterlockedIncrement(&This->ref3D); TRACE("(%p) ref %d\n", This, ref); if(ref == 1) InterlockedIncrement(&This->numIfaces); return ref; } static ULONG WINAPI IDirectSound3DListenerImpl_Release(IDirectSound3DListener *iface) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); ULONG ref; ref = capped_refcount_dec(&This->ref3D); if(!ref) capped_refcount_dec(&This->numIfaces); TRACE("(%p) ref %d\n", This, ref); return ref; } /* IDirectSound3DListener methods */ static HRESULT WINAPI IDirectSound3DListenerImpl_GetAllParameter(IDirectSound3DListener *iface, DS3DLISTENER *lpDS3DL) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("(%p,%p)\n",This,lpDS3DL); if (lpDS3DL == NULL) { WARN("invalid parameter: lpDS3DL == NULL\n"); return DSERR_INVALIDPARAM; } if (lpDS3DL->dwSize < sizeof(*lpDS3DL)) { WARN("invalid parameter: lpDS3DL->dwSize = %d\n",lpDS3DL->dwSize); return DSERR_INVALIDPARAM; } TRACE("returning: all parameters\n"); *lpDS3DL = This->device->ds3dl; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_GetDistanceFactor(IDirectSound3DListener *iface, D3DVALUE *lpfDistanceFactor) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("returning: Distance Factor = %f\n", This->device->ds3dl.flDistanceFactor); *lpfDistanceFactor = This->device->ds3dl.flDistanceFactor; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_GetDopplerFactor(IDirectSound3DListener *iface, D3DVALUE *lpfDopplerFactor) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("returning: Doppler Factor = %f\n", This->device->ds3dl.flDopplerFactor); *lpfDopplerFactor = This->device->ds3dl.flDopplerFactor; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_GetOrientation(IDirectSound3DListener *iface, D3DVECTOR *lpvOrientFront, D3DVECTOR *lpvOrientTop) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("returning: OrientFront vector = (%f,%f,%f); OrientTop vector = (%f,%f,%f)\n", This->device->ds3dl.vOrientFront.x, This->device->ds3dl.vOrientFront.y, This->device->ds3dl.vOrientFront.z, This->device->ds3dl.vOrientTop.x, This->device->ds3dl.vOrientTop.y, This->device->ds3dl.vOrientTop.z); *lpvOrientFront = This->device->ds3dl.vOrientFront; *lpvOrientTop = This->device->ds3dl.vOrientTop; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_GetPosition(IDirectSound3DListener *iface, D3DVECTOR *lpvPosition) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("returning: Position vector = (%f,%f,%f)\n", This->device->ds3dl.vPosition.x, This->device->ds3dl.vPosition.y, This->device->ds3dl.vPosition.z); *lpvPosition = This->device->ds3dl.vPosition; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_GetRolloffFactor(IDirectSound3DListener *iface, D3DVALUE *lpfRolloffFactor) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("returning: RolloffFactor = %f\n", This->device->ds3dl.flRolloffFactor); *lpfRolloffFactor = This->device->ds3dl.flRolloffFactor; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_GetVelocity(IDirectSound3DListener *iface, D3DVECTOR *lpvVelocity) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("returning: Velocity vector = (%f,%f,%f)\n", This->device->ds3dl.vVelocity.x, This->device->ds3dl.vVelocity.y, This->device->ds3dl.vVelocity.z); *lpvVelocity = This->device->ds3dl.vVelocity; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetAllParameters(IDirectSound3DListener *iface, const DS3DLISTENER *lpcDS3DL, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("setting: all parameters; dwApply = %d\n", dwApply); This->device->ds3dl = *lpcDS3DL; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetDistanceFactor(IDirectSound3DListener *iface, D3DVALUE fDistanceFactor, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("setting: Distance Factor = %f; dwApply = %d\n", fDistanceFactor, dwApply); This->device->ds3dl.flDistanceFactor = fDistanceFactor; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetDopplerFactor(IDirectSound3DListener *iface, D3DVALUE fDopplerFactor, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("setting: Doppler Factor = %f; dwApply = %d\n", fDopplerFactor, dwApply); This->device->ds3dl.flDopplerFactor = fDopplerFactor; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetOrientation(IDirectSound3DListener *iface, D3DVALUE xFront, D3DVALUE yFront, D3DVALUE zFront, D3DVALUE xTop, D3DVALUE yTop, D3DVALUE zTop, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("setting: Front vector = (%f,%f,%f); Top vector = (%f,%f,%f); dwApply = %d\n", xFront, yFront, zFront, xTop, yTop, zTop, dwApply); This->device->ds3dl.vOrientFront.x = xFront; This->device->ds3dl.vOrientFront.y = yFront; This->device->ds3dl.vOrientFront.z = zFront; This->device->ds3dl.vOrientTop.x = xTop; This->device->ds3dl.vOrientTop.y = yTop; This->device->ds3dl.vOrientTop.z = zTop; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetPosition(IDirectSound3DListener *iface, D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("setting: Position vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply); This->device->ds3dl.vPosition.x = x; This->device->ds3dl.vPosition.y = y; This->device->ds3dl.vPosition.z = z; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetRolloffFactor(IDirectSound3DListener *iface, D3DVALUE fRolloffFactor, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("setting: Rolloff Factor = %f; dwApply = %d\n", fRolloffFactor, dwApply); This->device->ds3dl.flRolloffFactor = fRolloffFactor; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_SetVelocity(IDirectSound3DListener *iface, D3DVALUE x, D3DVALUE y, D3DVALUE z, DWORD dwApply) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply); This->device->ds3dl.vVelocity.x = x; This->device->ds3dl.vVelocity.y = y; This->device->ds3dl.vVelocity.z = z; if (dwApply == DS3D_IMMEDIATE) { This->device->ds3dl_need_recalc = FALSE; DSOUND_ChangeListener(This); } This->device->ds3dl_need_recalc = TRUE; return DS_OK; } static HRESULT WINAPI IDirectSound3DListenerImpl_CommitDeferredSettings(IDirectSound3DListener *iface) { IDirectSoundBufferImpl *This = impl_from_IDirectSound3DListener(iface); TRACE("\n"); DSOUND_ChangeListener(This); return DS_OK; } const IDirectSound3DListenerVtbl ds3dlvt = { /* 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, };