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[reactos.git] / reactos / dll / directx / dsound / sound3d.c
1 /* DirectSound
2 *
3 * Copyright 1998 Marcus Meissner
4 * Copyright 1998 Rob Riggs
5 * Copyright 2000-2001 TransGaming Technologies, Inc.
6 * Copyright 2002-2003 Rok Mandeljc <rok.mandeljc@gimb.org>
7 *
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
12 *
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
17 *
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 */
22 /*
23 * Most thread locking is complete. There may be a few race
24 * conditions still lurking.
25 *
26 * Tested with a Soundblaster clone, a Gravis UltraSound Classic,
27 * and a Turtle Beach Tropez+.
28 *
29 * TODO:
30 * Implement SetCooperativeLevel properly (need to address focus issues)
31 * Implement DirectSound3DBuffers (stubs in place)
32 * Use hardware 3D support if available
33 * Add critical section locking inside Release and AddRef methods
34 * Handle static buffers - put those in hardware, non-static not in hardware
35 * Hardware DuplicateSoundBuffer
36 * Proper volume calculation, and setting volume in HEL primary buffer
37 * Optimize WINMM and negotiate fragment size, decrease DS_HEL_MARGIN
38 */
39
40 #include <stdarg.h>
41 #include <math.h> /* Insomnia - pow() function */
42
43 #define NONAMELESSUNION
44 #define NONAMELESSSTRUCT
45 #include "windef.h"
46 #include "winbase.h"
47 #include "mmsystem.h"
48 #include "winreg.h"
49 #include "winternl.h"
50 #include "mmddk.h"
51 #include "wine/debug.h"
52 #include "dsound.h"
53 #include "dsdriver.h"
54 #include "dsound_private.h"
55
56 /* default intensity level for human ears */
57 #define DEFAULT_INTENSITY 0.000000000001f
58 /* default velocity of sound in the air */
59 #define DEFAULT_VELOCITY 340
60
61 WINE_DEFAULT_DEBUG_CHANNEL(dsound3d);
62
63 /*******************************************************************************
64 * Auxiliary functions
65 */
66
67 /* scalar product (i believe it's called dot product in english) */
68 static inline D3DVALUE ScalarProduct (LPD3DVECTOR a, LPD3DVECTOR b)
69 {
70 D3DVALUE c;
71 c = (a->x*b->x) + (a->y*b->y) + (a->z*b->z);
72 TRACE("(%f,%f,%f) * (%f,%f,%f) = %f)\n", a->x, a->y, a->z, b->x, b->y, \
73 b->z, c);
74 return c;
75 }
76
77 /* vector product (i believe it's called cross product in english */
78 static inline D3DVECTOR VectorProduct (LPD3DVECTOR a, LPD3DVECTOR b)
79 {
80 D3DVECTOR c;
81 c.x = (a->y*b->z) - (a->z*b->y);
82 c.y = (a->z*b->x) - (a->x*b->z);
83 c.z = (a->x*b->y) - (a->y*b->x);
84 TRACE("(%f,%f,%f) x (%f,%f,%f) = (%f,%f,%f)\n", a->x, a->y, a->z, b->x, b->y, \
85 b->z, c.x, c.y, c.z);
86 return c;
87 }
88
89 /* magnitude (length) of vector */
90 static inline D3DVALUE VectorMagnitude (LPD3DVECTOR a)
91 {
92 D3DVALUE l;
93 l = sqrt (ScalarProduct (a, a));
94 TRACE("|(%f,%f,%f)| = %f\n", a->x, a->y, a->z, l);
95 return l;
96 }
97
98 /* conversion between radians and degrees */
99 static inline D3DVALUE RadToDeg (D3DVALUE angle)
100 {
101 D3DVALUE newangle;
102 newangle = angle * (360/(2*M_PI));
103 TRACE("%f rad = %f deg\n", angle, newangle);
104 return newangle;
105 }
106
107 /* conversion between degrees and radians */
108 static inline D3DVALUE DegToRad (D3DVALUE angle)
109 {
110 D3DVALUE newangle;
111 newangle = angle * (2*M_PI/360);
112 TRACE("%f deg = %f rad\n", angle, newangle);
113 return newangle;
114 }
115
116 /* angle between vectors - deg version */
117 static inline D3DVALUE AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b)
118 {
119 D3DVALUE la, lb, product, angle, cos;
120 /* definition of scalar product: a*b = |a|*|b|*cos...therefore: */
121 product = ScalarProduct (a,b);
122 la = VectorMagnitude (a);
123 lb = VectorMagnitude (b);
124 cos = product/(la*lb);
125 angle = acos(cos);
126 /* we now have angle in radians */
127 angle = RadToDeg(angle);
128 TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f degrees\n", a->x, a->y, a->z, b->x,
129 b->y, b->z, angle);
130 return angle;
131 }
132
133 /* angle between vectors - rad version */
134 static inline D3DVALUE AngleBetweenVectorsRad (LPD3DVECTOR a, LPD3DVECTOR b)
135 {
136 D3DVALUE la, lb, product, angle, cos;
137 /* definition of scalar product: a*b = |a|*|b|*cos...therefore: */
138 product = ScalarProduct (a,b);
139 la = VectorMagnitude (a);
140 lb = VectorMagnitude (b);
141 cos = product/(la*lb);
142 angle = acos(cos);
143 TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f radians\n", a->x, a->y, a->z, b->x,
144 b->y, b->z, angle);
145 return angle;
146 }
147
148 /* calculates vector between two points */
149 static inline D3DVECTOR VectorBetweenTwoPoints (LPD3DVECTOR a, LPD3DVECTOR b)
150 {
151 D3DVECTOR c;
152 c.x = b->x - a->x;
153 c.y = b->y - a->y;
154 c.z = b->z - a->z;
155 TRACE("A (%f,%f,%f), B (%f,%f,%f), AB = (%f,%f,%f)\n", a->x, a->y, a->z, b->x, b->y,
156 b->z, c.x, c.y, c.z);
157 return c;
158 }
159
160 /* calculates the length of vector's projection on another vector */
161 static inline D3DVALUE ProjectVector (LPD3DVECTOR a, LPD3DVECTOR p)
162 {
163 D3DVALUE prod, result;
164 prod = ScalarProduct(a, p);
165 result = prod/VectorMagnitude(p);
166 TRACE("length projection of (%f,%f,%f) on (%f,%f,%f) = %f\n", a->x, a->y, a->z, p->x,
167 p->y, p->z, result);
168 return result;
169 }
170
171 /*******************************************************************************
172 * 3D Buffer and Listener mixing
173 */
174
175 void DSOUND_Calc3DBuffer(IDirectSoundBufferImpl *dsb)
176 {
177 /* volume, at which the sound will be played after all calcs. */
178 D3DVALUE lVolume = 0;
179 /* intensity (used for distance related stuff) */
180 double flIntensity;
181 double flTemp;
182 /* stuff for distance related stuff calc. */
183 D3DVECTOR vDistance;
184 D3DVALUE flDistance = 0;
185 /* panning related stuff */
186 D3DVALUE flAngle;
187 D3DVECTOR vLeft;
188 /* doppler shift related stuff */
189 #if 0
190 D3DVALUE flFreq, flBufferVel, flListenerVel;
191 #endif
192
193 TRACE("(%p)\n",dsb);
194
195 /* initial buffer volume */
196 lVolume = dsb->ds3db_lVolume;
197
198 switch (dsb->ds3db_ds3db.dwMode)
199 {
200 case DS3DMODE_DISABLE:
201 TRACE("3D processing disabled\n");
202 /* this one is here only to eliminate annoying warning message */
203 DSOUND_RecalcVolPan (&dsb->volpan);
204 DSOUND_ForceRemix (dsb);
205 break;
206 case DS3DMODE_NORMAL:
207 TRACE("Normal 3D processing mode\n");
208 /* we need to calculate distance between buffer and listener*/
209 vDistance = VectorBetweenTwoPoints(&dsb->ds3db_ds3db.vPosition, &dsb->dsound->device->ds3dl.vPosition);
210 flDistance = VectorMagnitude (&vDistance);
211 break;
212 case DS3DMODE_HEADRELATIVE:
213 TRACE("Head-relative 3D processing mode\n");
214 /* distance between buffer and listener is same as buffer's position */
215 flDistance = VectorMagnitude (&dsb->ds3db_ds3db.vPosition);
216 break;
217 }
218
219 if (flDistance > dsb->ds3db_ds3db.flMaxDistance)
220 {
221 /* some apps don't want you to hear too distant sounds... */
222 if (dsb->dsbd.dwFlags & DSBCAPS_MUTE3DATMAXDISTANCE)
223 {
224 dsb->volpan.lVolume = DSBVOLUME_MIN;
225 DSOUND_RecalcVolPan (&dsb->volpan);
226 /* i guess mixing here would be a waste of power */
227 return;
228 }
229 else
230 flDistance = dsb->ds3db_ds3db.flMaxDistance;
231 }
232
233 if (flDistance < dsb->ds3db_ds3db.flMinDistance)
234 flDistance = dsb->ds3db_ds3db.flMinDistance;
235
236 /* 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 */
237 lVolume += 10000; /* ms likes working with negative volume...i don't */
238 lVolume /= 1000; /* convert hundreths of dB into B */
239 /* intensity level (loudness) = log10(Intensity/DefaultIntensity)...therefore */
240 flIntensity = pow(10,lVolume)*DEFAULT_INTENSITY;
241 flTemp = (flDistance/dsb->ds3db_ds3db.flMinDistance)*(flDistance/dsb->ds3db_ds3db.flMinDistance);
242 flIntensity /= flTemp;
243 lVolume = log10(flIntensity/DEFAULT_INTENSITY);
244 lVolume *= 1000; /* convert back to hundreths of dB */
245 lVolume -= 10000; /* we need to do it in ms way */
246 TRACE("dist. att: Distance = %f, MinDistance = %f => adjusting volume %ld to %f\n", flDistance, dsb->ds3db_ds3db.flMinDistance, dsb->ds3db_lVolume, lVolume);
247
248 /* conning */
249 /* sometimes it happens that vConeOrientation vector = (0,0,0); in this case angle is "nan" and it's useless*/
250 if (dsb->ds3db_ds3db.vConeOrientation.x == 0 && dsb->ds3db_ds3db.vConeOrientation.y == 0 && dsb->ds3db_ds3db.vConeOrientation.z == 0)
251 {
252 TRACE("conning: cones not set\n");
253 }
254 else
255 {
256 /* calculate angle */
257 flAngle = AngleBetweenVectorsDeg(&dsb->ds3db_ds3db.vConeOrientation, &vDistance);
258 /* if by any chance it happens that OutsideConeAngle = InsideConeAngle (that means that conning has no effect) */
259 if (dsb->ds3db_ds3db.dwInsideConeAngle != dsb->ds3db_ds3db.dwOutsideConeAngle)
260 {
261 /* my test show that for my way of calc., we need only half of angles */
262 DWORD dwInsideConeAngle = dsb->ds3db_ds3db.dwInsideConeAngle/2;
263 DWORD dwOutsideConeAngle = dsb->ds3db_ds3db.dwOutsideConeAngle/2;
264 /* full volume */
265 if (flAngle < dwInsideConeAngle)
266 flAngle = dwInsideConeAngle;
267 /* min (app defined) volume */
268 if (flAngle > dwOutsideConeAngle)
269 flAngle = dwOutsideConeAngle;
270 /* this probably isn't the right thing, but it's ok for the time being */
271 lVolume += ((dsb->ds3db_ds3db.lConeOutsideVolume)/((dwOutsideConeAngle) - (dwInsideConeAngle))) * flAngle;
272 }
273 TRACE("conning: Angle = %f deg; InsideConeAngle(/2) = %ld deg; OutsideConeAngle(/2) = %ld deg; ConeOutsideVolume = %ld => adjusting volume to %f\n",
274 flAngle, dsb->ds3db_ds3db.dwInsideConeAngle/2, dsb->ds3db_ds3db.dwOutsideConeAngle/2, dsb->ds3db_ds3db.lConeOutsideVolume, lVolume);
275 }
276 dsb->volpan.lVolume = lVolume;
277
278 /* panning */
279 if (dsb->dsound->device->ds3dl.vPosition.x == dsb->ds3db_ds3db.vPosition.x &&
280 dsb->dsound->device->ds3dl.vPosition.y == dsb->ds3db_ds3db.vPosition.y &&
281 dsb->dsound->device->ds3dl.vPosition.z == dsb->ds3db_ds3db.vPosition.z) {
282 dsb->volpan.lPan = 0;
283 flAngle = 0.0;
284 }
285 else
286 {
287 vDistance = VectorBetweenTwoPoints(&dsb->dsound->device->ds3dl.vPosition, &dsb->ds3db_ds3db.vPosition);
288 vLeft = VectorProduct(&dsb->dsound->device->ds3dl.vOrientFront, &dsb->dsound->device->ds3dl.vOrientTop);
289 flAngle = AngleBetweenVectorsRad(&vLeft, &vDistance);
290 /* for now, we'll use "linear formula" (which is probably incorrect); if someone has it in book, correct it */
291 dsb->volpan.lPan = 10000*2*flAngle/M_PI - 10000;
292 }
293 TRACE("panning: Angle = %f rad, lPan = %ld\n", flAngle, dsb->volpan.lPan);
294
295 /* FIXME: Doppler Effect disabled since i have no idea which frequency to change and how to do it */
296 #if 0
297 /* doppler shift*/
298 if ((VectorMagnitude(&ds3db.vVelocity) == 0) && (VectorMagnitude(&dsb->dsound->device->ds3dl.vVelocity) == 0))
299 {
300 TRACE("doppler: Buffer and Listener don't have velocities\n");
301 }
302 else
303 {
304 /* calculate length of ds3db.vVelocity component which causes Doppler Effect
305 NOTE: if buffer moves TOWARDS the listener, it's velocity component is NEGATIVE
306 if buffer moves AWAY from listener, it's velocity component is POSITIVE */
307 flBufferVel = ProjectVector(&dsb->ds3db_ds3db.vVelocity, &vDistance);
308 /* calculate length of ds3dl.vVelocity component which causes Doppler Effect
309 NOTE: if listener moves TOWARDS the buffer, it's velocity component is POSITIVE
310 if listener moves AWAY from buffer, it's velocity component is NEGATIVE */
311 flListenerVel = ProjectVector(&dsb->dsound->device->ds3dl.vVelocity, &vDistance);
312 /* formula taken from Gianicoli D.: Physics, 4th edition: */
313 /* FIXME: replace dsb->freq with appropriate frequency ! */
314 flFreq = dsb->freq * ((DEFAULT_VELOCITY + flListenerVel)/(DEFAULT_VELOCITY + flBufferVel));
315 TRACE("doppler: Buffer velocity (component) = %lf, Listener velocity (component) = %lf => Doppler shift: %ld Hz -> %lf Hz\n", flBufferVel, flListenerVel, \
316 dsb->freq, flFreq);
317 /* FIXME: replace following line with correct frequency setting ! */
318 dsb->freq = flFreq;
319 }
320 #endif
321
322 /* time for remix */
323 DSOUND_RecalcVolPan(&dsb->volpan);
324 }
325
326 static void DSOUND_Mix3DBuffer(IDirectSoundBufferImpl *dsb)
327 {
328 TRACE("(%p)\n",dsb);
329
330 DSOUND_Calc3DBuffer(dsb);
331 DSOUND_ForceRemix(dsb);
332 }
333
334 static void WINAPI DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl)
335 {
336 int i;
337 TRACE("(%p)\n",ds3dl);
338 for (i = 0; i < ds3dl->dsound->device->nrofbuffers; i++)
339 {
340 /* some buffers don't have 3d buffer (Ultima IX seems to
341 crash without the following line) */
342 if (ds3dl->dsound->device->buffers[i]->ds3db == NULL)
343 continue;
344 if (ds3dl->dsound->device->buffers[i]->ds3db_need_recalc)
345 {
346 DSOUND_Mix3DBuffer(ds3dl->dsound->device->buffers[i]);
347 }
348 }
349 }
350
351 /*******************************************************************************
352 * IDirectSound3DBuffer
353 */
354
355 /* IUnknown methods */
356 static HRESULT WINAPI IDirectSound3DBufferImpl_QueryInterface(
357 LPDIRECTSOUND3DBUFFER iface, REFIID riid, LPVOID *ppobj)
358 {
359 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
360
361 TRACE("(%p,%s,%p)\n",This,debugstr_guid(riid),ppobj);
362 return IDirectSoundBuffer_QueryInterface((LPDIRECTSOUNDBUFFER8)This->dsb, riid, ppobj);
363 }
364
365 static ULONG WINAPI IDirectSound3DBufferImpl_AddRef(LPDIRECTSOUND3DBUFFER iface)
366 {
367 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
368 ULONG ref = InterlockedIncrement(&(This->ref));
369 TRACE("(%p) ref was %ld\n", This, ref - 1);
370 return ref;
371 }
372
373 static ULONG WINAPI IDirectSound3DBufferImpl_Release(LPDIRECTSOUND3DBUFFER iface)
374 {
375 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
376 ULONG ref = InterlockedDecrement(&(This->ref));
377 TRACE("(%p) ref was %ld\n", This, ref + 1);
378
379 if (!ref) {
380 This->dsb->ds3db = NULL;
381 IDirectSoundBuffer_Release((LPDIRECTSOUNDBUFFER8)This->dsb);
382 HeapFree(GetProcessHeap(), 0, This);
383 TRACE("(%p) released\n", This);
384 }
385 return ref;
386 }
387
388 /* IDirectSound3DBuffer methods */
389 static HRESULT WINAPI IDirectSound3DBufferImpl_GetAllParameters(
390 LPDIRECTSOUND3DBUFFER iface,
391 LPDS3DBUFFER lpDs3dBuffer)
392 {
393 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
394 TRACE("(%p,%p)\n",This,lpDs3dBuffer);
395
396 if (lpDs3dBuffer == NULL) {
397 WARN("invalid parameter: lpDs3dBuffer == NULL\n");
398 return DSERR_INVALIDPARAM;
399 }
400
401 if (lpDs3dBuffer->dwSize < sizeof(*lpDs3dBuffer)) {
402 WARN("invalid parameter: lpDs3dBuffer->dwSize = %ld < %d\n",lpDs3dBuffer->dwSize, sizeof(*lpDs3dBuffer));
403 return DSERR_INVALIDPARAM;
404 }
405
406 TRACE("returning: all parameters\n");
407 *lpDs3dBuffer = This->dsb->ds3db_ds3db;
408 return DS_OK;
409 }
410
411 static HRESULT WINAPI IDirectSound3DBufferImpl_GetConeAngles(
412 LPDIRECTSOUND3DBUFFER iface,
413 LPDWORD lpdwInsideConeAngle,
414 LPDWORD lpdwOutsideConeAngle)
415 {
416 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
417 TRACE("returning: Inside Cone Angle = %ld degrees; Outside Cone Angle = %ld degrees\n",
418 This->dsb->ds3db_ds3db.dwInsideConeAngle, This->dsb->ds3db_ds3db.dwOutsideConeAngle);
419 *lpdwInsideConeAngle = This->dsb->ds3db_ds3db.dwInsideConeAngle;
420 *lpdwOutsideConeAngle = This->dsb->ds3db_ds3db.dwOutsideConeAngle;
421 return DS_OK;
422 }
423
424 static HRESULT WINAPI IDirectSound3DBufferImpl_GetConeOrientation(
425 LPDIRECTSOUND3DBUFFER iface,
426 LPD3DVECTOR lpvConeOrientation)
427 {
428 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
429 TRACE("returning: Cone Orientation vector = (%f,%f,%f)\n",
430 This->dsb->ds3db_ds3db.vConeOrientation.x,
431 This->dsb->ds3db_ds3db.vConeOrientation.y,
432 This->dsb->ds3db_ds3db.vConeOrientation.z);
433 *lpvConeOrientation = This->dsb->ds3db_ds3db.vConeOrientation;
434 return DS_OK;
435 }
436
437 static HRESULT WINAPI IDirectSound3DBufferImpl_GetConeOutsideVolume(
438 LPDIRECTSOUND3DBUFFER iface,
439 LPLONG lplConeOutsideVolume)
440 {
441 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
442 TRACE("returning: Cone Outside Volume = %ld\n", This->dsb->ds3db_ds3db.lConeOutsideVolume);
443 *lplConeOutsideVolume = This->dsb->ds3db_ds3db.lConeOutsideVolume;
444 return DS_OK;
445 }
446
447 static HRESULT WINAPI IDirectSound3DBufferImpl_GetMaxDistance(
448 LPDIRECTSOUND3DBUFFER iface,
449 LPD3DVALUE lpfMaxDistance)
450 {
451 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
452 TRACE("returning: Max Distance = %f\n", This->dsb->ds3db_ds3db.flMaxDistance);
453 *lpfMaxDistance = This->dsb->ds3db_ds3db.flMaxDistance;
454 return DS_OK;
455 }
456
457 static HRESULT WINAPI IDirectSound3DBufferImpl_GetMinDistance(
458 LPDIRECTSOUND3DBUFFER iface,
459 LPD3DVALUE lpfMinDistance)
460 {
461 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
462 TRACE("returning: Min Distance = %f\n", This->dsb->ds3db_ds3db.flMinDistance);
463 *lpfMinDistance = This->dsb->ds3db_ds3db.flMinDistance;
464 return DS_OK;
465 }
466
467 static HRESULT WINAPI IDirectSound3DBufferImpl_GetMode(
468 LPDIRECTSOUND3DBUFFER iface,
469 LPDWORD lpdwMode)
470 {
471 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
472 TRACE("returning: Mode = %ld\n", This->dsb->ds3db_ds3db.dwMode);
473 *lpdwMode = This->dsb->ds3db_ds3db.dwMode;
474 return DS_OK;
475 }
476
477 static HRESULT WINAPI IDirectSound3DBufferImpl_GetPosition(
478 LPDIRECTSOUND3DBUFFER iface,
479 LPD3DVECTOR lpvPosition)
480 {
481 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
482 TRACE("returning: Position vector = (%f,%f,%f)\n",
483 This->dsb->ds3db_ds3db.vPosition.x,
484 This->dsb->ds3db_ds3db.vPosition.y,
485 This->dsb->ds3db_ds3db.vPosition.z);
486 *lpvPosition = This->dsb->ds3db_ds3db.vPosition;
487 return DS_OK;
488 }
489
490 static HRESULT WINAPI IDirectSound3DBufferImpl_GetVelocity(
491 LPDIRECTSOUND3DBUFFER iface,
492 LPD3DVECTOR lpvVelocity)
493 {
494 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
495 TRACE("returning: Velocity vector = (%f,%f,%f)\n",
496 This->dsb->ds3db_ds3db.vVelocity.x,
497 This->dsb->ds3db_ds3db.vVelocity.y,
498 This->dsb->ds3db_ds3db.vVelocity.z);
499 *lpvVelocity = This->dsb->ds3db_ds3db.vVelocity;
500 return DS_OK;
501 }
502
503 static HRESULT WINAPI IDirectSound3DBufferImpl_SetAllParameters(
504 LPDIRECTSOUND3DBUFFER iface,
505 LPCDS3DBUFFER lpcDs3dBuffer,
506 DWORD dwApply)
507 {
508 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
509 DWORD status = DSERR_INVALIDPARAM;
510 TRACE("(%p,%p,%lx)\n",iface,lpcDs3dBuffer,dwApply);
511
512 if (lpcDs3dBuffer == NULL) {
513 WARN("invalid parameter: lpcDs3dBuffer == NULL\n");
514 return status;
515 }
516
517 if (lpcDs3dBuffer->dwSize != sizeof(DS3DBUFFER)) {
518 WARN("invalid parameter: lpcDs3dBuffer->dwSize = %ld != %d\n",
519 lpcDs3dBuffer->dwSize, sizeof(DS3DBUFFER));
520 return status;
521 }
522
523 TRACE("setting: all parameters; dwApply = %ld\n", dwApply);
524 This->dsb->ds3db_ds3db = *lpcDs3dBuffer;
525
526 if (dwApply == DS3D_IMMEDIATE)
527 {
528 DSOUND_Mix3DBuffer(This->dsb);
529 }
530 This->dsb->ds3db_need_recalc = TRUE;
531 status = DS_OK;
532
533 return status;
534 }
535
536 static HRESULT WINAPI IDirectSound3DBufferImpl_SetConeAngles(
537 LPDIRECTSOUND3DBUFFER iface,
538 DWORD dwInsideConeAngle,
539 DWORD dwOutsideConeAngle,
540 DWORD dwApply)
541 {
542 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
543 TRACE("setting: Inside Cone Angle = %ld; Outside Cone Angle = %ld; dwApply = %ld\n",
544 dwInsideConeAngle, dwOutsideConeAngle, dwApply);
545 This->dsb->ds3db_ds3db.dwInsideConeAngle = dwInsideConeAngle;
546 This->dsb->ds3db_ds3db.dwOutsideConeAngle = dwOutsideConeAngle;
547 if (dwApply == DS3D_IMMEDIATE)
548 {
549 DSOUND_Mix3DBuffer(This->dsb);
550 }
551 This->dsb->ds3db_need_recalc = TRUE;
552 return DS_OK;
553 }
554
555 static HRESULT WINAPI IDirectSound3DBufferImpl_SetConeOrientation(
556 LPDIRECTSOUND3DBUFFER iface,
557 D3DVALUE x, D3DVALUE y, D3DVALUE z,
558 DWORD dwApply)
559 {
560 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
561 TRACE("setting: Cone Orientation vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply);
562 This->dsb->ds3db_ds3db.vConeOrientation.x = x;
563 This->dsb->ds3db_ds3db.vConeOrientation.y = y;
564 This->dsb->ds3db_ds3db.vConeOrientation.z = z;
565 if (dwApply == DS3D_IMMEDIATE)
566 {
567 This->dsb->ds3db_need_recalc = FALSE;
568 DSOUND_Mix3DBuffer(This->dsb);
569 }
570 This->dsb->ds3db_need_recalc = TRUE;
571 return DS_OK;
572 }
573
574 static HRESULT WINAPI IDirectSound3DBufferImpl_SetConeOutsideVolume(
575 LPDIRECTSOUND3DBUFFER iface,
576 LONG lConeOutsideVolume,
577 DWORD dwApply)
578 {
579 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
580 TRACE("setting: ConeOutsideVolume = %ld; dwApply = %ld\n", lConeOutsideVolume, dwApply);
581 This->dsb->ds3db_ds3db.lConeOutsideVolume = lConeOutsideVolume;
582 if (dwApply == DS3D_IMMEDIATE)
583 {
584 This->dsb->ds3db_need_recalc = FALSE;
585 DSOUND_Mix3DBuffer(This->dsb);
586 }
587 This->dsb->ds3db_need_recalc = TRUE;
588 return DS_OK;
589 }
590
591 static HRESULT WINAPI IDirectSound3DBufferImpl_SetMaxDistance(
592 LPDIRECTSOUND3DBUFFER iface,
593 D3DVALUE fMaxDistance,
594 DWORD dwApply)
595 {
596 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
597 TRACE("setting: MaxDistance = %f; dwApply = %ld\n", fMaxDistance, dwApply);
598 This->dsb->ds3db_ds3db.flMaxDistance = fMaxDistance;
599 if (dwApply == DS3D_IMMEDIATE)
600 {
601 This->dsb->ds3db_need_recalc = FALSE;
602 DSOUND_Mix3DBuffer(This->dsb);
603 }
604 This->dsb->ds3db_need_recalc = TRUE;
605 return DS_OK;
606 }
607
608 static HRESULT WINAPI IDirectSound3DBufferImpl_SetMinDistance(
609 LPDIRECTSOUND3DBUFFER iface,
610 D3DVALUE fMinDistance,
611 DWORD dwApply)
612 {
613 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
614 TRACE("setting: MinDistance = %f; dwApply = %ld\n", fMinDistance, dwApply);
615 This->dsb->ds3db_ds3db.flMinDistance = fMinDistance;
616 if (dwApply == DS3D_IMMEDIATE)
617 {
618 This->dsb->ds3db_need_recalc = FALSE;
619 DSOUND_Mix3DBuffer(This->dsb);
620 }
621 This->dsb->ds3db_need_recalc = TRUE;
622 return DS_OK;
623 }
624
625 static HRESULT WINAPI IDirectSound3DBufferImpl_SetMode(
626 LPDIRECTSOUND3DBUFFER iface,
627 DWORD dwMode,
628 DWORD dwApply)
629 {
630 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
631 TRACE("setting: Mode = %ld; dwApply = %ld\n", dwMode, dwApply);
632 This->dsb->ds3db_ds3db.dwMode = dwMode;
633 if (dwApply == DS3D_IMMEDIATE)
634 {
635 This->dsb->ds3db_need_recalc = FALSE;
636 DSOUND_Mix3DBuffer(This->dsb);
637 }
638 This->dsb->ds3db_need_recalc = TRUE;
639 return DS_OK;
640 }
641
642 static HRESULT WINAPI IDirectSound3DBufferImpl_SetPosition(
643 LPDIRECTSOUND3DBUFFER iface,
644 D3DVALUE x, D3DVALUE y, D3DVALUE z,
645 DWORD dwApply)
646 {
647 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
648 TRACE("setting: Position vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply);
649 This->dsb->ds3db_ds3db.vPosition.x = x;
650 This->dsb->ds3db_ds3db.vPosition.y = y;
651 This->dsb->ds3db_ds3db.vPosition.z = z;
652 if (dwApply == DS3D_IMMEDIATE)
653 {
654 This->dsb->ds3db_need_recalc = FALSE;
655 DSOUND_Mix3DBuffer(This->dsb);
656 }
657 This->dsb->ds3db_need_recalc = TRUE;
658 return DS_OK;
659 }
660
661 static HRESULT WINAPI IDirectSound3DBufferImpl_SetVelocity(
662 LPDIRECTSOUND3DBUFFER iface,
663 D3DVALUE x, D3DVALUE y, D3DVALUE z,
664 DWORD dwApply)
665 {
666 IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
667 TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply);
668 This->dsb->ds3db_ds3db.vVelocity.x = x;
669 This->dsb->ds3db_ds3db.vVelocity.y = y;
670 This->dsb->ds3db_ds3db.vVelocity.z = z;
671 if (dwApply == DS3D_IMMEDIATE)
672 {
673 This->dsb->ds3db_need_recalc = FALSE;
674 DSOUND_Mix3DBuffer(This->dsb);
675 }
676 This->dsb->ds3db_need_recalc = TRUE;
677 return DS_OK;
678 }
679
680 static const IDirectSound3DBufferVtbl ds3dbvt =
681 {
682 /* IUnknown methods */
683 IDirectSound3DBufferImpl_QueryInterface,
684 IDirectSound3DBufferImpl_AddRef,
685 IDirectSound3DBufferImpl_Release,
686 /* IDirectSound3DBuffer methods */
687 IDirectSound3DBufferImpl_GetAllParameters,
688 IDirectSound3DBufferImpl_GetConeAngles,
689 IDirectSound3DBufferImpl_GetConeOrientation,
690 IDirectSound3DBufferImpl_GetConeOutsideVolume,
691 IDirectSound3DBufferImpl_GetMaxDistance,
692 IDirectSound3DBufferImpl_GetMinDistance,
693 IDirectSound3DBufferImpl_GetMode,
694 IDirectSound3DBufferImpl_GetPosition,
695 IDirectSound3DBufferImpl_GetVelocity,
696 IDirectSound3DBufferImpl_SetAllParameters,
697 IDirectSound3DBufferImpl_SetConeAngles,
698 IDirectSound3DBufferImpl_SetConeOrientation,
699 IDirectSound3DBufferImpl_SetConeOutsideVolume,
700 IDirectSound3DBufferImpl_SetMaxDistance,
701 IDirectSound3DBufferImpl_SetMinDistance,
702 IDirectSound3DBufferImpl_SetMode,
703 IDirectSound3DBufferImpl_SetPosition,
704 IDirectSound3DBufferImpl_SetVelocity,
705 };
706
707 HRESULT WINAPI IDirectSound3DBufferImpl_Create(
708 IDirectSoundBufferImpl *dsb,
709 IDirectSound3DBufferImpl **pds3db)
710 {
711 IDirectSound3DBufferImpl *ds3db;
712 TRACE("(%p,%p)\n",dsb,pds3db);
713
714 ds3db = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(*ds3db));
715
716 if (ds3db == NULL) {
717 WARN("out of memory\n");
718 *pds3db = 0;
719 return DSERR_OUTOFMEMORY;
720 }
721
722 ds3db->ref = 0;
723 ds3db->dsb = dsb;
724 ds3db->lpVtbl = &ds3dbvt;
725
726 ds3db->dsb->ds3db_ds3db.dwSize = sizeof(DS3DBUFFER);
727 ds3db->dsb->ds3db_ds3db.vPosition.x = 0.0;
728 ds3db->dsb->ds3db_ds3db.vPosition.y = 0.0;
729 ds3db->dsb->ds3db_ds3db.vPosition.z = 0.0;
730 ds3db->dsb->ds3db_ds3db.vVelocity.x = 0.0;
731 ds3db->dsb->ds3db_ds3db.vVelocity.y = 0.0;
732 ds3db->dsb->ds3db_ds3db.vVelocity.z = 0.0;
733 ds3db->dsb->ds3db_ds3db.dwInsideConeAngle = DS3D_DEFAULTCONEANGLE;
734 ds3db->dsb->ds3db_ds3db.dwOutsideConeAngle = DS3D_DEFAULTCONEANGLE;
735 ds3db->dsb->ds3db_ds3db.vConeOrientation.x = 0.0;
736 ds3db->dsb->ds3db_ds3db.vConeOrientation.y = 0.0;
737 ds3db->dsb->ds3db_ds3db.vConeOrientation.z = 0.0;
738 ds3db->dsb->ds3db_ds3db.lConeOutsideVolume = DS3D_DEFAULTCONEOUTSIDEVOLUME;
739 ds3db->dsb->ds3db_ds3db.flMinDistance = DS3D_DEFAULTMINDISTANCE;
740 ds3db->dsb->ds3db_ds3db.flMaxDistance = DS3D_DEFAULTMAXDISTANCE;
741 ds3db->dsb->ds3db_ds3db.dwMode = DS3DMODE_NORMAL;
742
743 ds3db->dsb->ds3db_need_recalc = TRUE;
744
745 IDirectSoundBuffer_AddRef((LPDIRECTSOUNDBUFFER8)dsb);
746
747 *pds3db = ds3db;
748 return S_OK;
749 }
750
751 HRESULT WINAPI IDirectSound3DBufferImpl_Destroy(
752 IDirectSound3DBufferImpl *pds3db)
753 {
754 TRACE("(%p)\n",pds3db);
755
756 while (IDirectSound3DBufferImpl_Release((LPDIRECTSOUND3DBUFFER)pds3db) > 0);
757
758 return S_OK;
759 }
760
761 /*******************************************************************************
762 * IDirectSound3DListener
763 */
764
765 /* IUnknown methods */
766 static HRESULT WINAPI IDirectSound3DListenerImpl_QueryInterface(
767 LPDIRECTSOUND3DLISTENER iface, REFIID riid, LPVOID *ppobj)
768 {
769 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
770
771 TRACE("(%p,%s,%p)\n",This,debugstr_guid(riid),ppobj);
772
773 if (ppobj == NULL) {
774 WARN("invalid parameter\n");
775 return E_INVALIDARG;
776 }
777
778 *ppobj = NULL; /* assume failure */
779
780 if ( IsEqualGUID(riid, &IID_IUnknown) ||
781 IsEqualGUID(riid, &IID_IDirectSound3DListener ) ) {
782 IDirectSound3DListener_AddRef((LPDIRECTSOUND3DLISTENER)This);
783 *ppobj = This;
784 return S_OK;
785 }
786
787 if ( IsEqualGUID(riid, &IID_IDirectSoundBuffer) ) {
788 if (!This->dsound->device->primary)
789 PrimaryBufferImpl_Create(This->dsound, &(This->dsound->device->primary), &(This->dsound->device->dsbd));
790 if (This->dsound->device->primary) {
791 *ppobj = This->dsound->device->primary;
792 IDirectSoundBuffer_AddRef((LPDIRECTSOUNDBUFFER)*ppobj);
793 return S_OK;
794 }
795 }
796
797 FIXME( "Unknown IID %s\n", debugstr_guid( riid ) );
798 return E_NOINTERFACE;
799 }
800
801 static ULONG WINAPI IDirectSound3DListenerImpl_AddRef(LPDIRECTSOUND3DLISTENER iface)
802 {
803 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
804 ULONG ref = InterlockedIncrement(&(This->ref));
805 TRACE("(%p) ref was %ld\n", This, ref - 1);
806 return ref;
807 }
808
809 static ULONG WINAPI IDirectSound3DListenerImpl_Release(LPDIRECTSOUND3DLISTENER iface)
810 {
811 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
812 ULONG ref = InterlockedDecrement(&(This->ref));
813 TRACE("(%p) ref was %ld\n", This, ref + 1);
814
815 if (!ref) {
816 This->dsound->device->listener = 0;
817 HeapFree(GetProcessHeap(), 0, This);
818 TRACE("(%p) released\n", This);
819 }
820 return ref;
821 }
822
823 /* IDirectSound3DListener methods */
824 static HRESULT WINAPI IDirectSound3DListenerImpl_GetAllParameter(
825 LPDIRECTSOUND3DLISTENER iface,
826 LPDS3DLISTENER lpDS3DL)
827 {
828 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
829 TRACE("(%p,%p)\n",This,lpDS3DL);
830
831 if (lpDS3DL == NULL) {
832 WARN("invalid parameter: lpDS3DL == NULL\n");
833 return DSERR_INVALIDPARAM;
834 }
835
836 if (lpDS3DL->dwSize < sizeof(*lpDS3DL)) {
837 WARN("invalid parameter: lpDS3DL->dwSize = %ld < %d\n",lpDS3DL->dwSize, sizeof(*lpDS3DL));
838 return DSERR_INVALIDPARAM;
839 }
840
841 TRACE("returning: all parameters\n");
842 *lpDS3DL = This->dsound->device->ds3dl;
843 return DS_OK;
844 }
845
846 static HRESULT WINAPI IDirectSound3DListenerImpl_GetDistanceFactor(
847 LPDIRECTSOUND3DLISTENER iface,
848 LPD3DVALUE lpfDistanceFactor)
849 {
850 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
851 TRACE("returning: Distance Factor = %f\n", This->dsound->device->ds3dl.flDistanceFactor);
852 *lpfDistanceFactor = This->dsound->device->ds3dl.flDistanceFactor;
853 return DS_OK;
854 }
855
856 static HRESULT WINAPI IDirectSound3DListenerImpl_GetDopplerFactor(
857 LPDIRECTSOUND3DLISTENER iface,
858 LPD3DVALUE lpfDopplerFactor)
859 {
860 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
861 TRACE("returning: Doppler Factor = %f\n", This->dsound->device->ds3dl.flDopplerFactor);
862 *lpfDopplerFactor = This->dsound->device->ds3dl.flDopplerFactor;
863 return DS_OK;
864 }
865
866 static HRESULT WINAPI IDirectSound3DListenerImpl_GetOrientation(
867 LPDIRECTSOUND3DLISTENER iface,
868 LPD3DVECTOR lpvOrientFront,
869 LPD3DVECTOR lpvOrientTop)
870 {
871 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
872 TRACE("returning: OrientFront vector = (%f,%f,%f); OrientTop vector = (%f,%f,%f)\n", This->dsound->device->ds3dl.vOrientFront.x, \
873 This->dsound->device->ds3dl.vOrientFront.y, This->dsound->device->ds3dl.vOrientFront.z, This->dsound->device->ds3dl.vOrientTop.x, This->dsound->device->ds3dl.vOrientTop.y, \
874 This->dsound->device->ds3dl.vOrientTop.z);
875 *lpvOrientFront = This->dsound->device->ds3dl.vOrientFront;
876 *lpvOrientTop = This->dsound->device->ds3dl.vOrientTop;
877 return DS_OK;
878 }
879
880 static HRESULT WINAPI IDirectSound3DListenerImpl_GetPosition(
881 LPDIRECTSOUND3DLISTENER iface,
882 LPD3DVECTOR lpvPosition)
883 {
884 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
885 TRACE("returning: Position vector = (%f,%f,%f)\n", This->dsound->device->ds3dl.vPosition.x, This->dsound->device->ds3dl.vPosition.y, This->dsound->device->ds3dl.vPosition.z);
886 *lpvPosition = This->dsound->device->ds3dl.vPosition;
887 return DS_OK;
888 }
889
890 static HRESULT WINAPI IDirectSound3DListenerImpl_GetRolloffFactor(
891 LPDIRECTSOUND3DLISTENER iface,
892 LPD3DVALUE lpfRolloffFactor)
893 {
894 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
895 TRACE("returning: RolloffFactor = %f\n", This->dsound->device->ds3dl.flRolloffFactor);
896 *lpfRolloffFactor = This->dsound->device->ds3dl.flRolloffFactor;
897 return DS_OK;
898 }
899
900 static HRESULT WINAPI IDirectSound3DListenerImpl_GetVelocity(
901 LPDIRECTSOUND3DLISTENER iface,
902 LPD3DVECTOR lpvVelocity)
903 {
904 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
905 TRACE("returning: Velocity vector = (%f,%f,%f)\n", This->dsound->device->ds3dl.vVelocity.x, This->dsound->device->ds3dl.vVelocity.y, This->dsound->device->ds3dl.vVelocity.z);
906 *lpvVelocity = This->dsound->device->ds3dl.vVelocity;
907 return DS_OK;
908 }
909
910 static HRESULT WINAPI IDirectSound3DListenerImpl_SetAllParameters(
911 LPDIRECTSOUND3DLISTENER iface,
912 LPCDS3DLISTENER lpcDS3DL,
913 DWORD dwApply)
914 {
915 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
916 TRACE("setting: all parameters; dwApply = %ld\n", dwApply);
917 This->dsound->device->ds3dl = *lpcDS3DL;
918 if (dwApply == DS3D_IMMEDIATE)
919 {
920 This->dsound->device->ds3dl_need_recalc = FALSE;
921 DSOUND_ChangeListener(This);
922 }
923 This->dsound->device->ds3dl_need_recalc = TRUE;
924 return DS_OK;
925 }
926
927 static HRESULT WINAPI IDirectSound3DListenerImpl_SetDistanceFactor(
928 LPDIRECTSOUND3DLISTENER iface,
929 D3DVALUE fDistanceFactor,
930 DWORD dwApply)
931 {
932 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
933 TRACE("setting: Distance Factor = %f; dwApply = %ld\n", fDistanceFactor, dwApply);
934 This->dsound->device->ds3dl.flDistanceFactor = fDistanceFactor;
935 if (dwApply == DS3D_IMMEDIATE)
936 {
937 This->dsound->device->ds3dl_need_recalc = FALSE;
938 DSOUND_ChangeListener(This);
939 }
940 This->dsound->device->ds3dl_need_recalc = TRUE;
941 return DS_OK;
942 }
943
944 static HRESULT WINAPI IDirectSound3DListenerImpl_SetDopplerFactor(
945 LPDIRECTSOUND3DLISTENER iface,
946 D3DVALUE fDopplerFactor,
947 DWORD dwApply)
948 {
949 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
950 TRACE("setting: Doppler Factor = %f; dwApply = %ld\n", fDopplerFactor, dwApply);
951 This->dsound->device->ds3dl.flDopplerFactor = fDopplerFactor;
952 if (dwApply == DS3D_IMMEDIATE)
953 {
954 This->dsound->device->ds3dl_need_recalc = FALSE;
955 DSOUND_ChangeListener(This);
956 }
957 This->dsound->device->ds3dl_need_recalc = TRUE;
958 return DS_OK;
959 }
960
961 static HRESULT WINAPI IDirectSound3DListenerImpl_SetOrientation(
962 LPDIRECTSOUND3DLISTENER iface,
963 D3DVALUE xFront, D3DVALUE yFront, D3DVALUE zFront,
964 D3DVALUE xTop, D3DVALUE yTop, D3DVALUE zTop,
965 DWORD dwApply)
966 {
967 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
968 TRACE("setting: Front vector = (%f,%f,%f); Top vector = (%f,%f,%f); dwApply = %ld\n", \
969 xFront, yFront, zFront, xTop, yTop, zTop, dwApply);
970 This->dsound->device->ds3dl.vOrientFront.x = xFront;
971 This->dsound->device->ds3dl.vOrientFront.y = yFront;
972 This->dsound->device->ds3dl.vOrientFront.z = zFront;
973 This->dsound->device->ds3dl.vOrientTop.x = xTop;
974 This->dsound->device->ds3dl.vOrientTop.y = yTop;
975 This->dsound->device->ds3dl.vOrientTop.z = zTop;
976 if (dwApply == DS3D_IMMEDIATE)
977 {
978 This->dsound->device->ds3dl_need_recalc = FALSE;
979 DSOUND_ChangeListener(This);
980 }
981 This->dsound->device->ds3dl_need_recalc = TRUE;
982 return DS_OK;
983 }
984
985 static HRESULT WINAPI IDirectSound3DListenerImpl_SetPosition(
986 LPDIRECTSOUND3DLISTENER iface,
987 D3DVALUE x, D3DVALUE y, D3DVALUE z,
988 DWORD dwApply)
989 {
990 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
991 TRACE("setting: Position vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply);
992 This->dsound->device->ds3dl.vPosition.x = x;
993 This->dsound->device->ds3dl.vPosition.y = y;
994 This->dsound->device->ds3dl.vPosition.z = z;
995 if (dwApply == DS3D_IMMEDIATE)
996 {
997 This->dsound->device->ds3dl_need_recalc = FALSE;
998 DSOUND_ChangeListener(This);
999 }
1000 This->dsound->device->ds3dl_need_recalc = TRUE;
1001 return DS_OK;
1002 }
1003
1004 static HRESULT WINAPI IDirectSound3DListenerImpl_SetRolloffFactor(
1005 LPDIRECTSOUND3DLISTENER iface,
1006 D3DVALUE fRolloffFactor,
1007 DWORD dwApply)
1008 {
1009 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
1010 TRACE("setting: Rolloff Factor = %f; dwApply = %ld\n", fRolloffFactor, dwApply);
1011 This->dsound->device->ds3dl.flRolloffFactor = fRolloffFactor;
1012 if (dwApply == DS3D_IMMEDIATE)
1013 {
1014 This->dsound->device->ds3dl_need_recalc = FALSE;
1015 DSOUND_ChangeListener(This);
1016 }
1017 This->dsound->device->ds3dl_need_recalc = TRUE;
1018 return DS_OK;
1019 }
1020
1021 static HRESULT WINAPI IDirectSound3DListenerImpl_SetVelocity(
1022 LPDIRECTSOUND3DLISTENER iface,
1023 D3DVALUE x, D3DVALUE y, D3DVALUE z,
1024 DWORD dwApply)
1025 {
1026 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
1027 TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply);
1028 This->dsound->device->ds3dl.vVelocity.x = x;
1029 This->dsound->device->ds3dl.vVelocity.y = y;
1030 This->dsound->device->ds3dl.vVelocity.z = z;
1031 if (dwApply == DS3D_IMMEDIATE)
1032 {
1033 This->dsound->device->ds3dl_need_recalc = FALSE;
1034 DSOUND_ChangeListener(This);
1035 }
1036 This->dsound->device->ds3dl_need_recalc = TRUE;
1037 return DS_OK;
1038 }
1039
1040 static HRESULT WINAPI IDirectSound3DListenerImpl_CommitDeferredSettings(
1041 LPDIRECTSOUND3DLISTENER iface)
1042 {
1043 IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
1044 TRACE("\n");
1045 DSOUND_ChangeListener(This);
1046 return DS_OK;
1047 }
1048
1049 static const IDirectSound3DListenerVtbl ds3dlvt =
1050 {
1051 /* IUnknown methods */
1052 IDirectSound3DListenerImpl_QueryInterface,
1053 IDirectSound3DListenerImpl_AddRef,
1054 IDirectSound3DListenerImpl_Release,
1055 /* IDirectSound3DListener methods */
1056 IDirectSound3DListenerImpl_GetAllParameter,
1057 IDirectSound3DListenerImpl_GetDistanceFactor,
1058 IDirectSound3DListenerImpl_GetDopplerFactor,
1059 IDirectSound3DListenerImpl_GetOrientation,
1060 IDirectSound3DListenerImpl_GetPosition,
1061 IDirectSound3DListenerImpl_GetRolloffFactor,
1062 IDirectSound3DListenerImpl_GetVelocity,
1063 IDirectSound3DListenerImpl_SetAllParameters,
1064 IDirectSound3DListenerImpl_SetDistanceFactor,
1065 IDirectSound3DListenerImpl_SetDopplerFactor,
1066 IDirectSound3DListenerImpl_SetOrientation,
1067 IDirectSound3DListenerImpl_SetPosition,
1068 IDirectSound3DListenerImpl_SetRolloffFactor,
1069 IDirectSound3DListenerImpl_SetVelocity,
1070 IDirectSound3DListenerImpl_CommitDeferredSettings,
1071 };
1072
1073 HRESULT WINAPI IDirectSound3DListenerImpl_Create(
1074 PrimaryBufferImpl *This,
1075 IDirectSound3DListenerImpl **pdsl)
1076 {
1077 IDirectSound3DListenerImpl *dsl;
1078 TRACE("(%p,%p)\n",This,pdsl);
1079
1080 dsl = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(*dsl));
1081
1082 if (dsl == NULL) {
1083 WARN("out of memory\n");
1084 *pdsl = 0;
1085 return DSERR_OUTOFMEMORY;
1086 }
1087
1088 dsl->ref = 0;
1089 dsl->lpVtbl = &ds3dlvt;
1090
1091 dsl->dsound = This->dsound;
1092
1093 dsl->dsound->device->ds3dl.dwSize = sizeof(DS3DLISTENER);
1094 dsl->dsound->device->ds3dl.vPosition.x = 0.0;
1095 dsl->dsound->device->ds3dl.vPosition.y = 0.0;
1096 dsl->dsound->device->ds3dl.vPosition.z = 0.0;
1097 dsl->dsound->device->ds3dl.vVelocity.x = 0.0;
1098 dsl->dsound->device->ds3dl.vVelocity.y = 0.0;
1099 dsl->dsound->device->ds3dl.vVelocity.z = 0.0;
1100 dsl->dsound->device->ds3dl.vOrientFront.x = 0.0;
1101 dsl->dsound->device->ds3dl.vOrientFront.y = 0.0;
1102 dsl->dsound->device->ds3dl.vOrientFront.z = 1.0;
1103 dsl->dsound->device->ds3dl.vOrientTop.x = 0.0;
1104 dsl->dsound->device->ds3dl.vOrientTop.y = 1.0;
1105 dsl->dsound->device->ds3dl.vOrientTop.z = 0.0;
1106 dsl->dsound->device->ds3dl.flDistanceFactor = DS3D_DEFAULTDISTANCEFACTOR;
1107 dsl->dsound->device->ds3dl.flRolloffFactor = DS3D_DEFAULTROLLOFFFACTOR;
1108 dsl->dsound->device->ds3dl.flDopplerFactor = DS3D_DEFAULTDOPPLERFACTOR;
1109
1110 dsl->dsound->device->ds3dl_need_recalc = TRUE;
1111
1112 *pdsl = dsl;
1113 return S_OK;
1114 }