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- 3d buffers produce sounds
- some other small fixes
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5b918db643
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1b3ce0d571
1 changed files with 59 additions and 9 deletions
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@ -63,7 +63,7 @@
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#include "dsdriver.h"
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#include "dsound_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(dsound);
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WINE_DEFAULT_DEBUG_CHANNEL(dsound3d);
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/*******************************************************************************
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* Auxiliary functions
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@ -132,28 +132,77 @@ static inline LONG AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b)
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/* we now have angle in radians */
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angle = DegToRad(cos);
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TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %ld degrees\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, \
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b->u2.y, b->u3.z, angle);
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b->u2.y, b->u3.z, angle);
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return angle;
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}
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/* calculates vector between two points */
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static inline D3DVECTOR VectorBetweenTwoPoints (LPD3DVECTOR a, LPD3DVECTOR b)
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{
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D3DVECTOR c;
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c.u1.x = b->u1.x - a->u1.x;
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c.u2.y = b->u2.y - a->u2.y;
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c.u3.z = b->u3.z - a->u3.z;
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TRACE("A (%f,%f,%f), B (%f,%f,%f), AB = (%f,%f,%f)\n", a->u1.x, a->u2.y, a->u3.z, b->u1.x, b->u2.y, \
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b->u3.z, c.u1.x, c.u2.y, c.u3.z);
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return c;
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}
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/*******************************************************************************
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* 3D Buffer and Listener mixing
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*/
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static void WINAPI DSOUND_Mix3DBuffer(IDirectSound3DBufferImpl *ds3db)
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{
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FIXME("Procedure not ready yet\n");
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IDirectSound3DListenerImpl *dsl;
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D3DVECTOR vDistance;
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D3DVALUE fDistance;
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if (ds3db->dsb->dsound->listener == NULL)
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return;
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dsl = ds3db->dsb->dsound->listener;
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switch (ds3db->ds3db.dwMode)
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{
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case DS3DMODE_NORMAL:
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{
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vDistance = VectorBetweenTwoPoints(&ds3db->ds3db.vPosition, &dsl->ds3dl.vPosition);
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fDistance = VectorMagnitude (&vDistance);
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if (fDistance > ds3db->ds3db.flMaxDistance)
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{
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/* some apps don't want you too hear too distant sounds... */
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if (ds3db->dsb->dsbd.dwFlags & DSBCAPS_MUTE3DATMAXDISTANCE)
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{
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ds3db->dsb->volpan.lVolume = DSBVOLUME_MIN;
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DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
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DSOUND_ForceRemix (ds3db->dsb);
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return;
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}
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}
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ds3db->dsb->volpan.lVolume = DSBVOLUME_MAX;
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}
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case DS3DMODE_HEADRELATIVE:
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case DS3DMODE_DISABLE:
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DSOUND_RecalcVolPan (&ds3db->dsb->volpan);
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DSOUND_ForceRemix (ds3db->dsb);
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}
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}
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static void WINAPI DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl)
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{
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IDirectSoundImpl *dsound = ds3dl->dsb->dsound;
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int i;
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/* if listener changes, we need to recalculate all 3d buffers */
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for(i = 0; i > dsound->nrofbuffers; i++)
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for (i = 0; i < ds3dl->dsb->dsound->nrofbuffers; i++)
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{
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DSOUND_Mix3DBuffer(dsound->buffers[i]->ds3db);
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/* some buffers don't have 3d buffer (Ultima IX seems to
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crash without the following line) */
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if (ds3dl->dsb->dsound->buffers[i]->ds3db == NULL)
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continue;
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if (ds3dl->dsb->dsound->buffers[i]->ds3db->need_recalc == TRUE)
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{
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DSOUND_Mix3DBuffer(ds3dl->dsb->dsound->buffers[i]->ds3db);
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}
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}
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}
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@ -830,6 +879,7 @@ HRESULT WINAPI IDirectSound3DListenerImpl_Create(
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dsl->ds3dl.vOrientTop.u3.z = 0.0;
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dsl->ds3dl.flDistanceFactor = DS3D_DEFAULTDISTANCEFACTOR;
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dsl->ds3dl.flRolloffFactor = DS3D_DEFAULTROLLOFFFACTOR;
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dsl->ds3dl.flDopplerFactor = DS3D_DEFAULTDOPPLERFACTOR;
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InitializeCriticalSection(&dsl->lock);
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