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CSoundSystem.cpp
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CSoundSystem.cpp
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#include "stdafx.h"
#include "CSoundSystem.h"
#include "bass.h"
#include "CDebug.h"
#include "cleo.h"
#include <windows.h>
namespace CLEO
{
HWND(__cdecl * CreateMainWindow)(HINSTANCE hinst);
LRESULT(__stdcall * imp_DefWindowProc)(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam);
HWND OnCreateMainWindow(HINSTANCE hinst)
{
if (HIWORD(BASS_GetVersion()) != BASSVERSION) Error("An incorrect version of bass.dll has been loaded");
TRACE("Creating main window...");
HWND wnd = CreateMainWindow(hinst);
if (!GetInstance().SoundSystem.Init(wnd)) TRACE("CSoundSystem::Init() failed. Error code: %d", BASS_ErrorGetCode());
return wnd;
}
CPlaceable *camera;
RwCamera ** pRwCamera;
bool * userPaused;
bool * codePaused;
LRESULT __stdcall HOOK_DefWindowProc(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
if (GetInstance().SoundSystem.Initialized())
{
// pause streams if the window loses focus, or if SA found any other reason to pause
if (*codePaused) GetInstance().SoundSystem.PauseStreams();
else
{
switch (msg)
{
case WM_ACTIVATE:
if (wparam == 0)
{
GetInstance().SoundSystem.PauseStreams();
}
else if (wparam == 1)
{
GetInstance().SoundSystem.ResumeStreams();
}
break;
case WM_KILLFOCUS:
GetInstance().SoundSystem.PauseStreams();
break;
}
}
}
return imp_DefWindowProc(wnd, msg, wparam, lparam);
}
void CSoundSystem::Inject(CCodeInjector& inj)
{
TRACE("Injecting SoundSystem...");
CGameVersionManager& gvm = GetInstance().VersionManager;
CreateMainWindow = gvm.TranslateMemoryAddress(MA_CREATE_MAIN_WINDOW_FUNCTION);
inj.ReplaceFunction(OnCreateMainWindow, gvm.TranslateMemoryAddress(MA_CALL_CREATE_MAIN_WINDOW));
camera = gvm.TranslateMemoryAddress(MA_CAMERA);
userPaused = gvm.TranslateMemoryAddress(MA_USER_PAUSE);
codePaused = gvm.TranslateMemoryAddress(MA_CODE_PAUSE);
pRwCamera = gvm.TranslateMemoryAddress(MA_RW_CAMERA_PP);
auto addr = gvm.TranslateMemoryAddress(MA_DEF_WINDOW_PROC_PTR);
static const auto pWindowProcHook = &HOOK_DefWindowProc;
DWORD ptr;
inj.MemoryRead(addr, ptr);
inj.MemoryRead(ptr, imp_DefWindowProc);
inj.MemoryWrite(addr, (DWORD)&pWindowProcHook);
}
void EnumerateBassDevices(int& total, int& enabled, int& default_device)
{
BASS_DEVICEINFO info;
for (default_device = -1, enabled = 0, total = 0; BASS_GetDeviceInfo(total, &info); ++total)
{
if (info.flags & BASS_DEVICE_ENABLED) ++enabled;
if (info.flags & BASS_DEVICE_DEFAULT) default_device = total;
TRACE("Found sound device %d%s: %s", total, default_device == total ?
" (default)" : "", info.name);
}
}
BASS_3DVECTOR pos(0, 0, 0), vel(0, 0, 0), front(0, -1.0, 0), top(0, 0, 1.0);
bool CSoundSystem::Init(HWND hwnd)
{
int default_device, total_devices, enabled_devices;
BASS_DEVICEINFO info = { nullptr, nullptr, 0 };
EnumerateBassDevices(total_devices, enabled_devices, default_device);
if (forceDevice != -1 && BASS_GetDeviceInfo(forceDevice, &info) &&
info.flags & BASS_DEVICE_ENABLED)
default_device = forceDevice;
TRACE("On system found %d devices, %d enabled devices, assuming device to use: %d (%s)",
total_devices, enabled_devices, default_device, BASS_GetDeviceInfo(default_device, &info) ?
info.name : "Unknown device");
if (BASS_Init(default_device, 44100, BASS_DEVICE_3D | BASS_DEVICE_DEFAULT, hwnd, nullptr) &&
BASS_Set3DFactors(1.0f, 0.3f, 1.0f) &&
BASS_Set3DPosition(&pos, &vel, &front, &top))
{
TRACE("SoundSystem initialized");
// Can we use floating-point (HQ) audio streams?
DWORD floatable; // floating-point channel support? 0 = no, else yes
if (floatable = BASS_StreamCreate(44100, 1, BASS_SAMPLE_FLOAT, NULL, NULL))
{
TRACE("Floating-point audio supported!");
BASS_StreamFree(floatable);
}
else TRACE("Floating-point audio not supported!");
//
if (BASS_GetInfo(&SoundDevice))
{
if (SoundDevice.flags & DSCAPS_EMULDRIVER)
TRACE("Audio drivers not installed - using DirectSound emulation");
if (!SoundDevice.eax)
TRACE("Audio hardware acceleration disabled (no EAX)");
}
initialized = true;
this->hwnd = hwnd;
BASS_Apply3D();
return true;
}
Warning("Could not initialize BASS sound system");
return false;
}
CAudioStream *CSoundSystem::LoadStream(const char *filename, bool in3d)
{
CAudioStream *result = in3d ? new C3DAudioStream(filename) : new CAudioStream(filename);
if (result->OK)
{
streams.insert(result);
return result;
}
delete result;
return nullptr;
}
void CSoundSystem::UnloadStream(CAudioStream *stream)
{
if (streams.erase(stream))
delete stream;
else
TRACE("Unloading of stream that is not in list of loaded streams");
}
void CSoundSystem::UnloadAllStreams()
{
std::for_each(streams.begin(), streams.end(), [](CAudioStream *stream)
{
delete stream;
});
streams.clear();
}
void CSoundSystem::ResumeStreams()
{
paused = false;
std::for_each(streams.begin(), streams.end(), [](CAudioStream *stream) {
if (stream->state == CAudioStream::playing) stream->Resume();
});
}
void CSoundSystem::PauseStreams()
{
paused = true;
std::for_each(streams.begin(), streams.end(), [](CAudioStream *stream) {
if (stream->state == CAudioStream::playing) stream->Pause(false);
});
}
void CSoundSystem::Update()
{
//// steam has a relocated var, so get it manually for now
//CGameVersionManager& gvm = GetInstance().VersionManager;
//bool bMenuActive = gvm.GetGameVersion() != GV_STEAM ? MenuManager->IsActive() : *((bool*)0xC3315C);
if (*userPaused || *codePaused) // covers menu pausing, no disc in drive pausing, etc.
{
if (!paused) PauseStreams();
}
else
{
if (paused) ResumeStreams();
// not in menu
// process camera movements
CMatrixLink * pMatrix = nullptr;
CVector * pVec = nullptr;
if (camera->m_matrix)
{
pMatrix = camera->m_matrix;
pVec = &pMatrix->pos;
}
else pVec = &camera->m_placement.m_vPosn;
BASS_Set3DPosition(
&BASS_3DVECTOR(pVec->y, pVec->z, pVec->x),
nullptr,
pMatrix ? &BASS_3DVECTOR(pMatrix->at.y, pMatrix->at.z, pMatrix->at.x) : nullptr,
pMatrix ? &BASS_3DVECTOR(pMatrix->up.y, pMatrix->up.z, pMatrix->up.x) : nullptr
);
// process all streams
std::for_each(streams.begin(), streams.end(), [](CAudioStream *stream) {
stream->Process();
});
// apply above changes
BASS_Apply3D();
}
}
CAudioStream::CAudioStream()
: streamInternal(0), state(no), OK(false)
{
}
CAudioStream::CAudioStream(const char *src) : state(no), OK(false)
{
unsigned flags = BASS_SAMPLE_SOFTWARE;
if (GetInstance().SoundSystem.bUseFPAudio)
flags |= BASS_SAMPLE_FLOAT;
if (!(streamInternal = BASS_StreamCreateFile(FALSE, src, 0, 0, flags)) &&
!(streamInternal = BASS_StreamCreateURL(src, 0, flags, 0, nullptr)))
{
TRACE("Loading audiostream %s failed. Error code: %d", src, BASS_ErrorGetCode());
}
else OK = true;
}
CAudioStream::~CAudioStream()
{
if (streamInternal) BASS_StreamFree(streamInternal);
}
C3DAudioStream::C3DAudioStream(const char *src) : CAudioStream(), link(nullptr)
{
unsigned flags = BASS_SAMPLE_3D | BASS_SAMPLE_MONO | BASS_SAMPLE_SOFTWARE;
if (GetInstance().SoundSystem.bUseFPAudio)
flags |= BASS_SAMPLE_FLOAT;
if (!(streamInternal = BASS_StreamCreateFile(FALSE, src, 0, 0, flags)) &&
!(streamInternal = BASS_StreamCreateURL(src, 0, flags, nullptr, nullptr)))
{
TRACE("Loading 3d-audiostream %s failed. Error code: %d", src, BASS_ErrorGetCode());
}
else
{
BASS_ChannelSet3DAttributes(streamInternal, 0, -1.0, -1.0, -1, -1, -1.0);
OK = true;
}
}
C3DAudioStream::~C3DAudioStream()
{
if (streamInternal) BASS_StreamFree(streamInternal);
}
void CAudioStream::Play()
{
BASS_ChannelPlay(streamInternal, TRUE);
state = playing;
}
void CAudioStream::Pause(bool change_state)
{
BASS_ChannelPause(streamInternal);
if (change_state) state = paused;
}
void CAudioStream::Stop()
{
BASS_ChannelPause(streamInternal);
BASS_ChannelSetPosition(streamInternal, 0, BASS_POS_BYTE);
state = paused;
}
void CAudioStream::Resume()
{
BASS_ChannelPlay(streamInternal, FALSE);
state = playing;
}
DWORD CAudioStream::GetLength()
{
return (unsigned)BASS_ChannelBytes2Seconds(streamInternal,
BASS_ChannelGetLength(streamInternal, BASS_POS_BYTE));
}
DWORD CAudioStream::GetState()
{
if (state == stopped) return -1; // dont do this in case we changed state by pausing
switch (BASS_ChannelIsActive(streamInternal))
{
case BASS_ACTIVE_STOPPED:
default:
return -1;
case BASS_ACTIVE_PLAYING:
case BASS_ACTIVE_STALLED:
return 1;
case BASS_ACTIVE_PAUSED:
return 2;
};
}
float CAudioStream::GetVolume()
{
float result;
if (!BASS_ChannelGetAttribute(streamInternal, BASS_ATTRIB_VOL, &result))
return -1.0f;
return result;
}
void CAudioStream::SetVolume(float val)
{
BASS_ChannelSetAttribute(streamInternal, BASS_ATTRIB_VOL, val);
}
void CAudioStream::Loop(bool enable)
{
BASS_ChannelFlags(streamInternal, enable ? BASS_SAMPLE_LOOP : 0, BASS_SAMPLE_LOOP);
}
HSTREAM CAudioStream::GetInternal()
{
return streamInternal;
}
void CAudioStream::Process()
{
// no actions required // liez!
switch (BASS_ChannelIsActive(streamInternal))
{
case BASS_ACTIVE_PAUSED:
state = paused;
break;
case BASS_ACTIVE_PLAYING:
case BASS_ACTIVE_STALLED:
state = playing;
break;
case BASS_ACTIVE_STOPPED:
state = stopped;
break;
}
}
void CAudioStream::Set3dPosition(const CVector& pos)
{
TRACE("Unimplemented CAudioStream::Set3dPosition()");
}
void CAudioStream::Link(CPlaceable *placable)
{
TRACE("Unimplemented CAudioStream::Link()");
}
void C3DAudioStream::Set3dPosition(const CVector& pos)
{
position.x = pos.y;
position.y = pos.z;
position.z = pos.x;
link = nullptr;
BASS_ChannelSet3DPosition(streamInternal, &position, nullptr, nullptr);
}
void C3DAudioStream::Link(CPlaceable *placable)
{
link = placable;
//Set3dPosition(placable->GetPos());
}
void C3DAudioStream::Process()
{
// update playing position of the linked object
switch (BASS_ChannelIsActive(streamInternal))
{
case BASS_ACTIVE_PAUSED:
state = paused;
break;
case BASS_ACTIVE_PLAYING:
case BASS_ACTIVE_STALLED:
state = playing;
break;
case BASS_ACTIVE_STOPPED:
state = stopped;
break;
}
if (state == playing)
{
if (link)
{
CVector * pVec = link->m_matrix ? &link->m_matrix->pos : &link->m_placement.m_vPosn;
BASS_ChannelSet3DPosition(streamInternal, &BASS_3DVECTOR(pVec->y, pVec->z, pVec->x), nullptr, nullptr);
}
else
{
BASS_ChannelSet3DPosition(streamInternal, &BASS_3DVECTOR(position.y, position.z, position.x), nullptr, nullptr);
//BASS_ChannelGet3DPosition(streamInternal, &position, nullptr, nullptr);
}
}
}
}