📄 sound3d.c
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/* DirectSound * * Copyright 1998 Marcus Meissner * Copyright 1998 Rob Riggs * Copyright 2000-2001 TransGaming Technologies, Inc. * Copyright 2002-2003 Rok Mandeljc <rok.mandeljc@gimb.org> * * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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 <stdarg.h>#include <math.h> /* Insomnia - pow() function */#define NONAMELESSUNION#define NONAMELESSSTRUCT#include "windef.h"#include "winbase.h"#include "mmsystem.h"#include "winreg.h"#include "winternl.h"#include "mmddk.h"#include "wine/debug.h"#include "dsound.h"#include "dsdriver.h"#include "dsound_private.h"/* default intensity level for human ears */#define DEFAULT_INTENSITY 0.000000000001f/* default velocity of sound in the air */#define DEFAULT_VELOCITY 340WINE_DEFAULT_DEBUG_CHANNEL(dsound3d);/******************************************************************************* * Auxiliary functions *//* scalar product (i believe it's called dot product in english) */static inline D3DVALUE ScalarProduct (LPD3DVECTOR a, LPD3DVECTOR 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 (LPD3DVECTOR a, LPD3DVECTOR 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 (LPD3DVECTOR 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;}/* conversion between degrees and radians */static inline D3DVALUE DegToRad (D3DVALUE angle){ D3DVALUE newangle; newangle = angle * (2*M_PI/360); TRACE("%f deg = %f rad\n", angle, newangle); return newangle;}/* angle between vectors - deg version */static inline D3DVALUE AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR 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); cos = product/(la*lb); angle = acos(cos); /* we now have angle in radians */ angle = RadToDeg(angle); TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f degrees\n", a->x, a->y, a->z, b->x, b->y, b->z, angle); return angle; }/* angle between vectors - rad version */static inline D3DVALUE AngleBetweenVectorsRad (LPD3DVECTOR a, LPD3DVECTOR 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); cos = product/(la*lb); angle = acos(cos); TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f radians\n", a->x, a->y, a->z, b->x, b->y, b->z, angle); return angle; }/* calculates vector between two points */static inline D3DVECTOR VectorBetweenTwoPoints (LPD3DVECTOR a, LPD3DVECTOR 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 (LPD3DVECTOR a, LPD3DVECTOR 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; /* intensity (used for distance related stuff) */ double flIntensity; double flTemp; /* stuff for distance related stuff calc. */ D3DVECTOR vDistance; D3DVALUE flDistance = 0; /* panning related stuff */ D3DVALUE flAngle; D3DVECTOR vLeft; /* doppler shift related stuff */#if 0 D3DVALUE flFreq, flBufferVel, flListenerVel;#endif TRACE("(%p)\n",dsb); /* initial buffer volume */ lVolume = dsb->ds3db_lVolume; switch (dsb->ds3db_ds3db.dwMode) { case DS3DMODE_DISABLE: TRACE("3D processing disabled\n"); /* this one is here only to eliminate annoying warning message */ DSOUND_RecalcVolPan (&dsb->volpan); DSOUND_ForceRemix (dsb); break; case DS3DMODE_NORMAL: TRACE("Normal 3D processing mode\n"); /* we need to calculate distance between buffer and listener*/ vDistance = VectorBetweenTwoPoints(&dsb->ds3db_ds3db.vPosition, &dsb->dsound->device->ds3dl.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 */ flDistance = VectorMagnitude (&dsb->ds3db_ds3db.vPosition); break; } 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; /* the following formula is taken from my physics book. I think it's ok for the *real* world...i hope m$ does it that way */ lVolume += 10000; /* ms likes working with negative volume...i don't */ lVolume /= 1000; /* convert hundreths of dB into B */ /* intensity level (loudness) = log10(Intensity/DefaultIntensity)...therefore */ flIntensity = pow(10,lVolume)*DEFAULT_INTENSITY; flTemp = (flDistance/dsb->ds3db_ds3db.flMinDistance)*(flDistance/dsb->ds3db_ds3db.flMinDistance); flIntensity /= flTemp; lVolume = log10(flIntensity/DEFAULT_INTENSITY); lVolume *= 1000; /* convert back to hundreths of dB */ lVolume -= 10000; /* we need to do it in ms way */ TRACE("dist. att: Distance = %f, MinDistance = %f => adjusting volume %ld 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 { /* calculate angle */ flAngle = AngleBetweenVectorsDeg(&dsb->ds3db_ds3db.vConeOrientation, &vDistance); /* 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; /* 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 += ((dsb->ds3db_ds3db.lConeOutsideVolume)/((dwOutsideConeAngle) - (dwInsideConeAngle))) * flAngle; } TRACE("conning: Angle = %f deg; InsideConeAngle(/2) = %ld deg; OutsideConeAngle(/2) = %ld deg; ConeOutsideVolume = %ld => 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; /* panning */ if (dsb->dsound->device->ds3dl.vPosition.x == dsb->ds3db_ds3db.vPosition.x && dsb->dsound->device->ds3dl.vPosition.y == dsb->ds3db_ds3db.vPosition.y && dsb->dsound->device->ds3dl.vPosition.z == dsb->ds3db_ds3db.vPosition.z) { dsb->volpan.lPan = 0; flAngle = 0.0; } else { vDistance = VectorBetweenTwoPoints(&dsb->dsound->device->ds3dl.vPosition, &dsb->ds3db_ds3db.vPosition); vLeft = VectorProduct(&dsb->dsound->device->ds3dl.vOrientFront, &dsb->dsound->device->ds3dl.vOrientTop); flAngle = AngleBetweenVectorsRad(&vLeft, &vDistance); /* for now, we'll use "linear formula" (which is probably incorrect); if someone has it in book, correct it */ dsb->volpan.lPan = 10000*2*flAngle/M_PI - 10000; } TRACE("panning: Angle = %f rad, lPan = %ld\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 /* doppler shift*/ if ((VectorMagnitude(&ds3db.vVelocity) == 0) && (VectorMagnitude(&dsb->dsound->device->ds3dl.vVelocity) == 0)) { TRACE("doppler: Buffer and Listener don't have velocities\n"); } else { /* calculate length of ds3db.vVelocity component which causes Doppler Effect NOTE: if buffer moves TOWARDS the listener, it's velocity component is NEGATIVE if buffer moves AWAY from listener, it's 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, it's velocity component is POSITIVE if listener moves AWAY from buffer, it's velocity component is NEGATIVE */ flListenerVel = ProjectVector(&dsb->dsound->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) = %lf, Listener velocity (component) = %lf => Doppler shift: %ld Hz -> %lf Hz\n", flBufferVel, flListenerVel, \ dsb->freq, flFreq); /* FIXME: replace following line with correct frequency setting ! */ dsb->freq = flFreq; }#endif /* time for remix */ DSOUND_RecalcVolPan(&dsb->volpan);}static void DSOUND_Mix3DBuffer(IDirectSoundBufferImpl *dsb){ TRACE("(%p)\n",dsb); DSOUND_Calc3DBuffer(dsb); DSOUND_ForceRemix(dsb); }static void WINAPI DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl){ int i; TRACE("(%p)\n",ds3dl); for (i = 0; i < ds3dl->dsound->device->nrofbuffers; i++) { /* some buffers don't have 3d buffer (Ultima IX seems to crash without the following line) */ if (ds3dl->dsound->device->buffers[i]->ds3db == NULL) continue; if (ds3dl->dsound->device->buffers[i]->ds3db_need_recalc) { DSOUND_Mix3DBuffer(ds3dl->dsound->device->buffers[i]); } }}/******************************************************************************* * IDirectSound3DBuffer *//* IUnknown methods */static HRESULT WINAPI IDirectSound3DBufferImpl_QueryInterface( LPDIRECTSOUND3DBUFFER iface, REFIID riid, LPVOID *ppobj){ IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface; TRACE("(%p,%s,%p)\n",This,debugstr_guid(riid),ppobj); return IDirectSoundBuffer_QueryInterface((LPDIRECTSOUNDBUFFER8)This->dsb, riid, ppobj);}static ULONG WINAPI IDirectSound3DBufferImpl_AddRef(LPDIRECTSOUND3DBUFFER iface){ IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface; ULONG ref = InterlockedIncrement(&(This->ref)); TRACE("(%p) ref was %ld\n", This, ref - 1); return ref;}
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