isle-portable/LEGO1/omni/include/mxsoundmanager.h
Christian Semmler 806afaa210 Replace DirectSound with miniaudio (#21)
* Add miniaudio

* WIP

* static const

* Fix missing looping

* Fix volume

* Implement 3D sound, WIP

* Remove unused WinMM code

* Update README.md

* Fixes

* Fix naming

* Fix naming

* disable ma threading

* Invert Z axis for OpenGL system

* Update comment

* Set rolloff

* Fix minimize/maximize suspension

* Rename function

* SDL3: changed macro name
2024-06-25 20:02:58 +02:00

53 lines
1.5 KiB
C++

#ifndef MXSOUNDMANAGER_H
#define MXSOUNDMANAGER_H
#include "decomp.h"
#include "mxatom.h"
#include "mxaudiomanager.h"
#include <SDL3/SDL_audio.h>
#include <miniaudio.h>
// VTABLE: LEGO1 0x100dc128
// SIZE 0x3c
class MxSoundManager : public MxAudioManager {
public:
MxSoundManager();
~MxSoundManager() override; // vtable+0x00
void Destroy() override; // vtable+0x18
void SetVolume(MxS32 p_volume) override; // vtable+0x2c
virtual MxResult Create(MxU32 p_frequencyMS, MxBool p_createThread); // vtable+0x30
virtual void Pause(); // vtable+0x34
virtual void Resume(); // vtable+0x38
inline ma_engine* GetEngine() { return &m_engine; }
float GetAttenuation(MxU32 p_volume);
protected:
void Init();
void Destroy(MxBool p_fromDestructor);
MxPresenter* FUN_100aebd0(const MxAtomId& p_atomId, MxU32 p_objectId);
// [library:audio]
// Upscaling everything to 44.1KHz, since we have various sample rates throughout the game.
// Not sure how DirectSound handles this when different buffers have different rates.
static const MxU32 g_sampleRate = 44100;
static void AudioStreamCallback(
void* p_userdata,
SDL_AudioStream* p_stream,
int p_additionalAmount,
int p_totalAmount
);
ma_engine m_engine;
SDL_AudioStream* m_stream;
undefined m_unk0x38[4];
};
// SYNTHETIC: LEGO1 0x100ae7b0
// MxSoundManager::`scalar deleting destructor'
#endif // MXSOUNDMANAGER_H