*
* 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
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/*
* Most thread locking is complete. There may be a few race
#define NONAMELESSSTRUCT
#include "windef.h"
#include "winbase.h"
+#include "winuser.h"
#include "mmsystem.h"
-#include "winreg.h"
#include "winternl.h"
#include "mmddk.h"
#include "wine/debug.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 340
*/
/* scalar product (i believe it's called dot product in english) */
-static inline D3DVALUE ScalarProduct (LPD3DVECTOR a, LPD3DVECTOR b)
+static inline D3DVALUE ScalarProduct (const D3DVECTOR *a, const D3DVECTOR *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, \
+ 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)
+static inline D3DVECTOR VectorProduct (const D3DVECTOR *a, const D3DVECTOR *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, \
+ 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)
+static inline D3DVALUE VectorMagnitude (const D3DVECTOR *a)
{
D3DVALUE l;
l = sqrt (ScalarProduct (a, a));
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)
+/* angle between vectors - rad version */
+static inline D3DVALUE AngleBetweenVectorsRad (const D3DVECTOR *a, const D3DVECTOR *b)
{
D3DVALUE la, lb, product, angle, cos;
- /* definition of scalar product: a*b = |a|*|b|*cos...therefore: */
+ /* definition of scalar product: a*b = |a|*|b|*cos... therefore: */
product = ScalarProduct (a,b);
la = VectorMagnitude (a);
lb = VectorMagnitude (b);
+ if (!la || !lb)
+ return 0;
+
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;
+ TRACE("angle between (%f,%f,%f) and (%f,%f,%f) = %f radians (%f degrees)\n", a->x, a->y, a->z, b->x,
+ b->y, b->z, angle, RadToDeg(angle));
+ return angle;
}
-/* angle between vectors - rad version */
-static inline D3DVALUE AngleBetweenVectorsRad (LPD3DVECTOR a, LPD3DVECTOR b)
+static inline D3DVALUE AngleBetweenVectorsDeg (const D3DVECTOR *a, const D3DVECTOR *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;
+ return RadToDeg(AngleBetweenVectorsRad(a, b));
}
/* calculates vector between two points */
-static inline D3DVECTOR VectorBetweenTwoPoints (LPD3DVECTOR a, LPD3DVECTOR b)
+static inline D3DVECTOR VectorBetweenTwoPoints (const D3DVECTOR *a, const D3DVECTOR *b)
{
D3DVECTOR c;
c.x = b->x - a->x;
}
/* calculates the length of vector's projection on another vector */
-static inline D3DVALUE ProjectVector (LPD3DVECTOR a, LPD3DVECTOR p)
+static inline D3DVALUE ProjectVector (const D3DVECTOR *a, const D3DVECTOR *p)
{
D3DVALUE prod, result;
prod = ScalarProduct(a, p);
{
/* 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;
/* 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);
+ vDistance = VectorBetweenTwoPoints(&dsb->ds3db_ds3db.vPosition, &dsb->device->ds3dl.vPosition);
flDistance = VectorMagnitude (&vDistance);
break;
case DS3DMODE_HEADRELATIVE:
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);
+ 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);
+
+ /* attenuation proportional to the distance squared, converted to millibels as in lVolume*/
+ lVolume -= log10(flDistance/dsb->ds3db_ds3db.flMinDistance * flDistance/dsb->ds3db_ds3db.flMinDistance)*1000;
+ TRACE("dist. att: Distance = %f, MinDistance = %f => adjusting volume %d 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*/
/* 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;
+ if (dwOutsideConeAngle == dwInsideConeAngle)
+ ++dwOutsideConeAngle;
+
/* full volume */
if (flAngle < dwInsideConeAngle)
flAngle = dwInsideConeAngle;
/* 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",
+ TRACE("conning: Angle = %f deg; InsideConeAngle(/2) = %d deg; OutsideConeAngle(/2) = %d deg; ConeOutsideVolume = %d => 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) {
+ if (dsb->device->ds3dl.vPosition.x == dsb->ds3db_ds3db.vPosition.x &&
+ dsb->device->ds3dl.vPosition.y == dsb->ds3db_ds3db.vPosition.y &&
+ dsb->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);
+ vDistance = VectorBetweenTwoPoints(&dsb->device->ds3dl.vPosition, &dsb->ds3db_ds3db.vPosition);
+ vLeft = VectorProduct(&dsb->device->ds3dl.vOrientFront, &dsb->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);
+ TRACE("panning: Angle = %f rad, lPan = %d\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
+#if 0
/* doppler shift*/
- if ((VectorMagnitude(&ds3db.vVelocity) == 0) && (VectorMagnitude(&dsb->dsound->device->ds3dl.vVelocity) == 0))
+ if ((VectorMagnitude(&ds3db_ds3db.vVelocity) == 0) && (VectorMagnitude(&dsb->device->ds3dl.vVelocity) == 0))
{
TRACE("doppler: Buffer and Listener don't have velocities\n");
}
- else
+ else if (ds3db_ds3db.vVelocity != dsb->device->ds3dl.vVelocity)
{
- /* calculate length of ds3db.vVelocity component which causes Doppler Effect
+ /* calculate length of ds3db_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);
+ flListenerVel = ProjectVector(&dsb->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, \
+ 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;
+ DSOUND_RecalcFormat(dsb);
+ DSOUND_MixToTemporary(dsb, 0, dsb->buflen);
}
-#endif
-
+#endif
+
/* time for remix */
DSOUND_RecalcVolPan(&dsb->volpan);
}
TRACE("(%p)\n",dsb);
DSOUND_Calc3DBuffer(dsb);
- DSOUND_ForceRemix(dsb);
}
-static void WINAPI DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl)
+static void DSOUND_ChangeListener(IDirectSound3DListenerImpl *ds3dl)
{
int i;
TRACE("(%p)\n",ds3dl);
- for (i = 0; i < ds3dl->dsound->device->nrofbuffers; i++)
+ for (i = 0; i < ds3dl->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)
+ /* check if this buffer is waiting for recalculation */
+ if (ds3dl->device->buffers[i]->ds3db_need_recalc)
{
- DSOUND_Mix3DBuffer(ds3dl->dsound->device->buffers[i]);
+ DSOUND_Mix3DBuffer(ds3dl->device->buffers[i]);
}
}
}
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
ULONG ref = InterlockedIncrement(&(This->ref));
- TRACE("(%p) ref was %ld\n", This, ref - 1);
+ TRACE("(%p) ref was %d\n", This, ref - 1);
return ref;
}
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
ULONG ref = InterlockedDecrement(&(This->ref));
- TRACE("(%p) ref was %ld\n", This, ref + 1);
+ TRACE("(%p) ref was %d\n", This, ref + 1);
if (!ref) {
This->dsb->ds3db = NULL;
}
if (lpDs3dBuffer->dwSize < sizeof(*lpDs3dBuffer)) {
- WARN("invalid parameter: lpDs3dBuffer->dwSize = %ld < %d\n",lpDs3dBuffer->dwSize, sizeof(*lpDs3dBuffer));
+ WARN("invalid parameter: lpDs3dBuffer->dwSize = %d\n",lpDs3dBuffer->dwSize);
return DSERR_INVALIDPARAM;
}
-
+
TRACE("returning: all parameters\n");
*lpDs3dBuffer = This->dsb->ds3db_ds3db;
return DS_OK;
LPDWORD lpdwOutsideConeAngle)
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
- TRACE("returning: Inside Cone Angle = %ld degrees; Outside Cone Angle = %ld degrees\n",
+ TRACE("returning: Inside Cone Angle = %d degrees; Outside Cone Angle = %d degrees\n",
This->dsb->ds3db_ds3db.dwInsideConeAngle, This->dsb->ds3db_ds3db.dwOutsideConeAngle);
*lpdwInsideConeAngle = This->dsb->ds3db_ds3db.dwInsideConeAngle;
*lpdwOutsideConeAngle = This->dsb->ds3db_ds3db.dwOutsideConeAngle;
LPLONG lplConeOutsideVolume)
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
- TRACE("returning: Cone Outside Volume = %ld\n", This->dsb->ds3db_ds3db.lConeOutsideVolume);
+ TRACE("returning: Cone Outside Volume = %d\n", This->dsb->ds3db_ds3db.lConeOutsideVolume);
*lplConeOutsideVolume = This->dsb->ds3db_ds3db.lConeOutsideVolume;
return DS_OK;
}
LPDWORD lpdwMode)
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
- TRACE("returning: Mode = %ld\n", This->dsb->ds3db_ds3db.dwMode);
+ TRACE("returning: Mode = %d\n", This->dsb->ds3db_ds3db.dwMode);
*lpdwMode = This->dsb->ds3db_ds3db.dwMode;
return DS_OK;
}
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
DWORD status = DSERR_INVALIDPARAM;
- TRACE("(%p,%p,%lx)\n",iface,lpcDs3dBuffer,dwApply);
+ TRACE("(%p,%p,%x)\n",iface,lpcDs3dBuffer,dwApply);
if (lpcDs3dBuffer == NULL) {
WARN("invalid parameter: lpcDs3dBuffer == NULL\n");
}
if (lpcDs3dBuffer->dwSize != sizeof(DS3DBUFFER)) {
- WARN("invalid parameter: lpcDs3dBuffer->dwSize = %ld != %d\n",
- lpcDs3dBuffer->dwSize, sizeof(DS3DBUFFER));
+ WARN("invalid parameter: lpcDs3dBuffer->dwSize = %d\n", lpcDs3dBuffer->dwSize);
return status;
}
- TRACE("setting: all parameters; dwApply = %ld\n", dwApply);
+ TRACE("setting: all parameters; dwApply = %d\n", dwApply);
This->dsb->ds3db_ds3db = *lpcDs3dBuffer;
if (dwApply == DS3D_IMMEDIATE)
DWORD dwApply)
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
- TRACE("setting: Inside Cone Angle = %ld; Outside Cone Angle = %ld; dwApply = %ld\n",
+ TRACE("setting: Inside Cone Angle = %d; Outside Cone Angle = %d; dwApply = %d\n",
dwInsideConeAngle, dwOutsideConeAngle, dwApply);
This->dsb->ds3db_ds3db.dwInsideConeAngle = dwInsideConeAngle;
This->dsb->ds3db_ds3db.dwOutsideConeAngle = dwOutsideConeAngle;
DWORD dwApply)
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
- TRACE("setting: Cone Orientation vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply);
+ TRACE("setting: Cone Orientation vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply);
This->dsb->ds3db_ds3db.vConeOrientation.x = x;
This->dsb->ds3db_ds3db.vConeOrientation.y = y;
This->dsb->ds3db_ds3db.vConeOrientation.z = z;
DWORD dwApply)
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
- TRACE("setting: ConeOutsideVolume = %ld; dwApply = %ld\n", lConeOutsideVolume, dwApply);
+ TRACE("setting: ConeOutsideVolume = %d; dwApply = %d\n", lConeOutsideVolume, dwApply);
This->dsb->ds3db_ds3db.lConeOutsideVolume = lConeOutsideVolume;
if (dwApply == DS3D_IMMEDIATE)
{
DWORD dwApply)
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
- TRACE("setting: MaxDistance = %f; dwApply = %ld\n", fMaxDistance, dwApply);
+ TRACE("setting: MaxDistance = %f; dwApply = %d\n", fMaxDistance, dwApply);
This->dsb->ds3db_ds3db.flMaxDistance = fMaxDistance;
if (dwApply == DS3D_IMMEDIATE)
{
DWORD dwApply)
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
- TRACE("setting: MinDistance = %f; dwApply = %ld\n", fMinDistance, dwApply);
+ TRACE("setting: MinDistance = %f; dwApply = %d\n", fMinDistance, dwApply);
This->dsb->ds3db_ds3db.flMinDistance = fMinDistance;
if (dwApply == DS3D_IMMEDIATE)
{
DWORD dwApply)
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
- TRACE("setting: Mode = %ld; dwApply = %ld\n", dwMode, dwApply);
+ TRACE("setting: Mode = %d; dwApply = %d\n", dwMode, dwApply);
This->dsb->ds3db_ds3db.dwMode = dwMode;
if (dwApply == DS3D_IMMEDIATE)
{
DWORD dwApply)
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
- TRACE("setting: Position vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply);
+ TRACE("setting: Position vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply);
This->dsb->ds3db_ds3db.vPosition.x = x;
This->dsb->ds3db_ds3db.vPosition.y = y;
This->dsb->ds3db_ds3db.vPosition.z = z;
DWORD dwApply)
{
IDirectSound3DBufferImpl *This = (IDirectSound3DBufferImpl *)iface;
- TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply);
+ TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply);
This->dsb->ds3db_ds3db.vVelocity.x = x;
This->dsb->ds3db_ds3db.vVelocity.y = y;
This->dsb->ds3db_ds3db.vVelocity.z = z;
IDirectSound3DBufferImpl_SetVelocity,
};
-HRESULT WINAPI IDirectSound3DBufferImpl_Create(
+HRESULT IDirectSound3DBufferImpl_Create(
IDirectSoundBufferImpl *dsb,
IDirectSound3DBufferImpl **pds3db)
{
return S_OK;
}
-HRESULT WINAPI IDirectSound3DBufferImpl_Destroy(
+HRESULT IDirectSound3DBufferImpl_Destroy(
IDirectSound3DBufferImpl *pds3db)
{
TRACE("(%p)\n",pds3db);
}
if ( IsEqualGUID(riid, &IID_IDirectSoundBuffer) ) {
- if (!This->dsound->device->primary)
- PrimaryBufferImpl_Create(This->dsound, &(This->dsound->device->primary), &(This->dsound->device->dsbd));
- if (This->dsound->device->primary) {
- *ppobj = This->dsound->device->primary;
+ if (!This->device->primary)
+ PrimaryBufferImpl_Create(This->device, &(This->device->primary), &(This->device->dsbd));
+ if (This->device->primary) {
+ *ppobj = This->device->primary;
IDirectSoundBuffer_AddRef((LPDIRECTSOUNDBUFFER)*ppobj);
return S_OK;
}
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
ULONG ref = InterlockedIncrement(&(This->ref));
- TRACE("(%p) ref was %ld\n", This, ref - 1);
+ TRACE("(%p) ref was %d\n", This, ref - 1);
return ref;
}
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
ULONG ref = InterlockedDecrement(&(This->ref));
- TRACE("(%p) ref was %ld\n", This, ref + 1);
+ TRACE("(%p) ref was %d\n", This, ref + 1);
if (!ref) {
- This->dsound->device->listener = 0;
+ This->device->listener = 0;
HeapFree(GetProcessHeap(), 0, This);
TRACE("(%p) released\n", This);
}
}
if (lpDS3DL->dwSize < sizeof(*lpDS3DL)) {
- WARN("invalid parameter: lpDS3DL->dwSize = %ld < %d\n",lpDS3DL->dwSize, sizeof(*lpDS3DL));
+ WARN("invalid parameter: lpDS3DL->dwSize = %d\n",lpDS3DL->dwSize);
return DSERR_INVALIDPARAM;
}
-
+
TRACE("returning: all parameters\n");
- *lpDS3DL = This->dsound->device->ds3dl;
+ *lpDS3DL = This->device->ds3dl;
return DS_OK;
}
LPD3DVALUE lpfDistanceFactor)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- TRACE("returning: Distance Factor = %f\n", This->dsound->device->ds3dl.flDistanceFactor);
- *lpfDistanceFactor = This->dsound->device->ds3dl.flDistanceFactor;
+ TRACE("returning: Distance Factor = %f\n", This->device->ds3dl.flDistanceFactor);
+ *lpfDistanceFactor = This->device->ds3dl.flDistanceFactor;
return DS_OK;
}
LPD3DVALUE lpfDopplerFactor)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- TRACE("returning: Doppler Factor = %f\n", This->dsound->device->ds3dl.flDopplerFactor);
- *lpfDopplerFactor = This->dsound->device->ds3dl.flDopplerFactor;
+ TRACE("returning: Doppler Factor = %f\n", This->device->ds3dl.flDopplerFactor);
+ *lpfDopplerFactor = This->device->ds3dl.flDopplerFactor;
return DS_OK;
}
LPD3DVECTOR lpvOrientTop)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- TRACE("returning: OrientFront vector = (%f,%f,%f); OrientTop vector = (%f,%f,%f)\n", This->dsound->device->ds3dl.vOrientFront.x, \
- This->dsound->device->ds3dl.vOrientFront.y, This->dsound->device->ds3dl.vOrientFront.z, This->dsound->device->ds3dl.vOrientTop.x, This->dsound->device->ds3dl.vOrientTop.y, \
- This->dsound->device->ds3dl.vOrientTop.z);
- *lpvOrientFront = This->dsound->device->ds3dl.vOrientFront;
- *lpvOrientTop = This->dsound->device->ds3dl.vOrientTop;
+ TRACE("returning: OrientFront vector = (%f,%f,%f); OrientTop vector = (%f,%f,%f)\n", This->device->ds3dl.vOrientFront.x,
+ This->device->ds3dl.vOrientFront.y, This->device->ds3dl.vOrientFront.z, This->device->ds3dl.vOrientTop.x, This->device->ds3dl.vOrientTop.y,
+ This->device->ds3dl.vOrientTop.z);
+ *lpvOrientFront = This->device->ds3dl.vOrientFront;
+ *lpvOrientTop = This->device->ds3dl.vOrientTop;
return DS_OK;
}
LPD3DVECTOR lpvPosition)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- 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);
- *lpvPosition = This->dsound->device->ds3dl.vPosition;
+ TRACE("returning: Position vector = (%f,%f,%f)\n", This->device->ds3dl.vPosition.x, This->device->ds3dl.vPosition.y, This->device->ds3dl.vPosition.z);
+ *lpvPosition = This->device->ds3dl.vPosition;
return DS_OK;
}
LPD3DVALUE lpfRolloffFactor)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- TRACE("returning: RolloffFactor = %f\n", This->dsound->device->ds3dl.flRolloffFactor);
- *lpfRolloffFactor = This->dsound->device->ds3dl.flRolloffFactor;
+ TRACE("returning: RolloffFactor = %f\n", This->device->ds3dl.flRolloffFactor);
+ *lpfRolloffFactor = This->device->ds3dl.flRolloffFactor;
return DS_OK;
}
LPD3DVECTOR lpvVelocity)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- 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);
- *lpvVelocity = This->dsound->device->ds3dl.vVelocity;
+ TRACE("returning: Velocity vector = (%f,%f,%f)\n", This->device->ds3dl.vVelocity.x, This->device->ds3dl.vVelocity.y, This->device->ds3dl.vVelocity.z);
+ *lpvVelocity = This->device->ds3dl.vVelocity;
return DS_OK;
}
DWORD dwApply)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- TRACE("setting: all parameters; dwApply = %ld\n", dwApply);
- This->dsound->device->ds3dl = *lpcDS3DL;
+ TRACE("setting: all parameters; dwApply = %d\n", dwApply);
+ This->device->ds3dl = *lpcDS3DL;
if (dwApply == DS3D_IMMEDIATE)
{
- This->dsound->device->ds3dl_need_recalc = FALSE;
+ This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
- This->dsound->device->ds3dl_need_recalc = TRUE;
+ This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
DWORD dwApply)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- TRACE("setting: Distance Factor = %f; dwApply = %ld\n", fDistanceFactor, dwApply);
- This->dsound->device->ds3dl.flDistanceFactor = fDistanceFactor;
+ TRACE("setting: Distance Factor = %f; dwApply = %d\n", fDistanceFactor, dwApply);
+ This->device->ds3dl.flDistanceFactor = fDistanceFactor;
if (dwApply == DS3D_IMMEDIATE)
{
- This->dsound->device->ds3dl_need_recalc = FALSE;
+ This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
- This->dsound->device->ds3dl_need_recalc = TRUE;
+ This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
DWORD dwApply)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- TRACE("setting: Doppler Factor = %f; dwApply = %ld\n", fDopplerFactor, dwApply);
- This->dsound->device->ds3dl.flDopplerFactor = fDopplerFactor;
+ TRACE("setting: Doppler Factor = %f; dwApply = %d\n", fDopplerFactor, dwApply);
+ This->device->ds3dl.flDopplerFactor = fDopplerFactor;
if (dwApply == DS3D_IMMEDIATE)
{
- This->dsound->device->ds3dl_need_recalc = FALSE;
+ This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
- This->dsound->device->ds3dl_need_recalc = TRUE;
+ This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
DWORD dwApply)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- TRACE("setting: Front vector = (%f,%f,%f); Top vector = (%f,%f,%f); dwApply = %ld\n", \
+ TRACE("setting: Front vector = (%f,%f,%f); Top vector = (%f,%f,%f); dwApply = %d\n",
xFront, yFront, zFront, xTop, yTop, zTop, dwApply);
- This->dsound->device->ds3dl.vOrientFront.x = xFront;
- This->dsound->device->ds3dl.vOrientFront.y = yFront;
- This->dsound->device->ds3dl.vOrientFront.z = zFront;
- This->dsound->device->ds3dl.vOrientTop.x = xTop;
- This->dsound->device->ds3dl.vOrientTop.y = yTop;
- This->dsound->device->ds3dl.vOrientTop.z = zTop;
+ This->device->ds3dl.vOrientFront.x = xFront;
+ This->device->ds3dl.vOrientFront.y = yFront;
+ This->device->ds3dl.vOrientFront.z = zFront;
+ This->device->ds3dl.vOrientTop.x = xTop;
+ This->device->ds3dl.vOrientTop.y = yTop;
+ This->device->ds3dl.vOrientTop.z = zTop;
if (dwApply == DS3D_IMMEDIATE)
{
- This->dsound->device->ds3dl_need_recalc = FALSE;
+ This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
- This->dsound->device->ds3dl_need_recalc = TRUE;
+ This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
DWORD dwApply)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- TRACE("setting: Position vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply);
- This->dsound->device->ds3dl.vPosition.x = x;
- This->dsound->device->ds3dl.vPosition.y = y;
- This->dsound->device->ds3dl.vPosition.z = z;
+ TRACE("setting: Position vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply);
+ This->device->ds3dl.vPosition.x = x;
+ This->device->ds3dl.vPosition.y = y;
+ This->device->ds3dl.vPosition.z = z;
if (dwApply == DS3D_IMMEDIATE)
{
- This->dsound->device->ds3dl_need_recalc = FALSE;
+ This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
- This->dsound->device->ds3dl_need_recalc = TRUE;
+ This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
DWORD dwApply)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- TRACE("setting: Rolloff Factor = %f; dwApply = %ld\n", fRolloffFactor, dwApply);
- This->dsound->device->ds3dl.flRolloffFactor = fRolloffFactor;
+ TRACE("setting: Rolloff Factor = %f; dwApply = %d\n", fRolloffFactor, dwApply);
+ This->device->ds3dl.flRolloffFactor = fRolloffFactor;
if (dwApply == DS3D_IMMEDIATE)
{
- This->dsound->device->ds3dl_need_recalc = FALSE;
+ This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
- This->dsound->device->ds3dl_need_recalc = TRUE;
+ This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
DWORD dwApply)
{
IDirectSound3DListenerImpl *This = (IDirectSound3DListenerImpl *)iface;
- TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %ld\n", x, y, z, dwApply);
- This->dsound->device->ds3dl.vVelocity.x = x;
- This->dsound->device->ds3dl.vVelocity.y = y;
- This->dsound->device->ds3dl.vVelocity.z = z;
+ TRACE("setting: Velocity vector = (%f,%f,%f); dwApply = %d\n", x, y, z, dwApply);
+ This->device->ds3dl.vVelocity.x = x;
+ This->device->ds3dl.vVelocity.y = y;
+ This->device->ds3dl.vVelocity.z = z;
if (dwApply == DS3D_IMMEDIATE)
{
- This->dsound->device->ds3dl_need_recalc = FALSE;
+ This->device->ds3dl_need_recalc = FALSE;
DSOUND_ChangeListener(This);
}
- This->dsound->device->ds3dl_need_recalc = TRUE;
+ This->device->ds3dl_need_recalc = TRUE;
return DS_OK;
}
IDirectSound3DListenerImpl_CommitDeferredSettings,
};
-HRESULT WINAPI IDirectSound3DListenerImpl_Create(
- PrimaryBufferImpl *This,
- IDirectSound3DListenerImpl **pdsl)
+HRESULT IDirectSound3DListenerImpl_Create(
+ DirectSoundDevice * device,
+ IDirectSound3DListenerImpl ** ppdsl)
{
- IDirectSound3DListenerImpl *dsl;
- TRACE("(%p,%p)\n",This,pdsl);
+ IDirectSound3DListenerImpl *pdsl;
+ TRACE("(%p,%p)\n",device,ppdsl);
- dsl = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(*dsl));
+ pdsl = HeapAlloc(GetProcessHeap(),HEAP_ZERO_MEMORY,sizeof(*pdsl));
- if (dsl == NULL) {
+ if (pdsl == NULL) {
WARN("out of memory\n");
- *pdsl = 0;
+ *ppdsl = 0;
return DSERR_OUTOFMEMORY;
}
- dsl->ref = 0;
- dsl->lpVtbl = &ds3dlvt;
-
- dsl->dsound = This->dsound;
-
- dsl->dsound->device->ds3dl.dwSize = sizeof(DS3DLISTENER);
- dsl->dsound->device->ds3dl.vPosition.x = 0.0;
- dsl->dsound->device->ds3dl.vPosition.y = 0.0;
- dsl->dsound->device->ds3dl.vPosition.z = 0.0;
- dsl->dsound->device->ds3dl.vVelocity.x = 0.0;
- dsl->dsound->device->ds3dl.vVelocity.y = 0.0;
- dsl->dsound->device->ds3dl.vVelocity.z = 0.0;
- dsl->dsound->device->ds3dl.vOrientFront.x = 0.0;
- dsl->dsound->device->ds3dl.vOrientFront.y = 0.0;
- dsl->dsound->device->ds3dl.vOrientFront.z = 1.0;
- dsl->dsound->device->ds3dl.vOrientTop.x = 0.0;
- dsl->dsound->device->ds3dl.vOrientTop.y = 1.0;
- dsl->dsound->device->ds3dl.vOrientTop.z = 0.0;
- dsl->dsound->device->ds3dl.flDistanceFactor = DS3D_DEFAULTDISTANCEFACTOR;
- dsl->dsound->device->ds3dl.flRolloffFactor = DS3D_DEFAULTROLLOFFFACTOR;
- dsl->dsound->device->ds3dl.flDopplerFactor = DS3D_DEFAULTDOPPLERFACTOR;
-
- dsl->dsound->device->ds3dl_need_recalc = TRUE;
-
- *pdsl = dsl;
+ pdsl->ref = 0;
+ pdsl->lpVtbl = &ds3dlvt;
+
+ pdsl->device = device;
+
+ pdsl->device->ds3dl.dwSize = sizeof(DS3DLISTENER);
+ pdsl->device->ds3dl.vPosition.x = 0.0;
+ pdsl->device->ds3dl.vPosition.y = 0.0;
+ pdsl->device->ds3dl.vPosition.z = 0.0;
+ pdsl->device->ds3dl.vVelocity.x = 0.0;
+ pdsl->device->ds3dl.vVelocity.y = 0.0;
+ pdsl->device->ds3dl.vVelocity.z = 0.0;
+ pdsl->device->ds3dl.vOrientFront.x = 0.0;
+ pdsl->device->ds3dl.vOrientFront.y = 0.0;
+ pdsl->device->ds3dl.vOrientFront.z = 1.0;
+ pdsl->device->ds3dl.vOrientTop.x = 0.0;
+ pdsl->device->ds3dl.vOrientTop.y = 1.0;
+ pdsl->device->ds3dl.vOrientTop.z = 0.0;
+ pdsl->device->ds3dl.flDistanceFactor = DS3D_DEFAULTDISTANCEFACTOR;
+ pdsl->device->ds3dl.flRolloffFactor = DS3D_DEFAULTROLLOFFFACTOR;
+ pdsl->device->ds3dl.flDopplerFactor = DS3D_DEFAULTDOPPLERFACTOR;
+
+ pdsl->device->ds3dl_need_recalc = TRUE;
+
+ *ppdsl = pdsl;
return S_OK;
}