1 module directx.x3daudio; 2 3 version(Windows): 4 5 import directx.win32; 6 7 // test if type defined 8 static if ( !__traits(compiles, D3DVECTOR.sizeof) ) 9 { 10 alias D3DVECTOR = float[3]; 11 } 12 13 // speaker geometry configuration flags, specifies assignment of channels to speaker positions, defined as per WAVEFORMATEXTENSIBLE.dwChannelMask 14 alias _SPEAKER_POSITIONS_ = int; 15 enum : _SPEAKER_POSITIONS_ 16 { 17 SPEAKER_FRONT_LEFT = 0x00000001, 18 SPEAKER_FRONT_RIGHT = 0x00000002, 19 SPEAKER_FRONT_CENTER = 0x00000004, 20 SPEAKER_LOW_FREQUENCY = 0x00000008, 21 SPEAKER_BACK_LEFT = 0x00000010, 22 SPEAKER_BACK_RIGHT = 0x00000020, 23 SPEAKER_FRONT_LEFT_OF_CENTER = 0x00000040, 24 SPEAKER_FRONT_RIGHT_OF_CENTER = 0x00000080, 25 SPEAKER_BACK_CENTER = 0x00000100, 26 SPEAKER_SIDE_LEFT = 0x00000200, 27 SPEAKER_SIDE_RIGHT = 0x00000400, 28 SPEAKER_TOP_CENTER = 0x00000800, 29 SPEAKER_TOP_FRONT_LEFT = 0x00001000, 30 SPEAKER_TOP_FRONT_CENTER = 0x00002000, 31 SPEAKER_TOP_FRONT_RIGHT = 0x00004000, 32 SPEAKER_TOP_BACK_LEFT = 0x00008000, 33 SPEAKER_TOP_BACK_CENTER = 0x00010000, 34 SPEAKER_TOP_BACK_RIGHT = 0x00020000, 35 SPEAKER_RESERVED = 0x7FFC0000, // bit mask locations reserved for future use 36 SPEAKER_ALL = 0x80000000, // used to specify that any possible permutation of speaker configurations 37 } 38 39 // standard speaker geometry configurations, used with X3DAudioInitialize 40 enum 41 { 42 SPEAKER_MONO = SPEAKER_FRONT_CENTER, 43 SPEAKER_STEREO = (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT), 44 SPEAKER_2POINT1 = (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_LOW_FREQUENCY), 45 SPEAKER_SURROUND = (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_BACK_CENTER), 46 SPEAKER_QUAD = (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT), 47 SPEAKER_4POINT1 = (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT), 48 SPEAKER_5POINT1 = (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT), 49 SPEAKER_7POINT1 = (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT | SPEAKER_FRONT_LEFT_OF_CENTER | SPEAKER_FRONT_RIGHT_OF_CENTER), 50 SPEAKER_5POINT1_SURROUND = (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_SIDE_LEFT | SPEAKER_SIDE_RIGHT), 51 SPEAKER_7POINT1_SURROUND = (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT | SPEAKER_FRONT_CENTER | SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT | SPEAKER_SIDE_LEFT | SPEAKER_SIDE_RIGHT), 52 } 53 54 // Xbox360 speaker geometry configuration, used with X3DAudioInitialize 55 version(XBOX) 56 alias SPEAKER_XBOX = SPEAKER_5POINT1; 57 58 59 60 // size of instance handle in bytes 61 enum X3DAUDIO_HANDLE_BYTESIZE = 20; 62 63 // float math constants 64 enum X3DAUDIO_PI = 3.141592654f; 65 enum X3DAUDIO_2PI = 6.283185307f; 66 67 // speed of sound in meters per second for dry air at approximately 20C, used with X3DAudioInitialize 68 enum X3DAUDIO_SPEED_OF_SOUND = 343.5f; 69 70 // calculation control flags, used with X3DAudioCalculate 71 enum { 72 X3DAUDIO_CALCULATE_MATRIX = 0x00000001, // enable matrix coefficient table calculation 73 X3DAUDIO_CALCULATE_DELAY = 0x00000002, // enable delay time array calculation (stereo final mix only) 74 X3DAUDIO_CALCULATE_LPF_DIRECT = 0x00000004, // enable LPF direct-path coefficient calculation 75 X3DAUDIO_CALCULATE_LPF_REVERB = 0x00000008, // enable LPF reverb-path coefficient calculation 76 X3DAUDIO_CALCULATE_REVERB = 0x00000010, // enable reverb send level calculation 77 X3DAUDIO_CALCULATE_DOPPLER = 0x00000020, // enable doppler shift factor calculation 78 X3DAUDIO_CALCULATE_EMITTER_ANGLE = 0x00000040, // enable emitter-to-listener interior angle calculation 79 80 X3DAUDIO_CALCULATE_ZEROCENTER = 0x00010000, // do not position to front center speaker, signal positioned to remaining speakers instead, front center destination channel will be zero in returned matrix coefficient table, valid only for matrix calculations with final mix formats that have a front center channel 81 X3DAUDIO_CALCULATE_REDIRECT_TO_LFE = 0x00020000, // apply equal mix of all source channels to LFE destination channel, valid only for matrix calculations with sources that have no LFE channel and final mix formats that have an LFE channel 82 } 83 84 85 //--------------<D-A-T-A---T-Y-P-E-S>---------------------------------------// 86 align(1): // set packing alignment to ensure consistency across arbitrary build environments 87 88 89 // primitive types 90 alias FLOAT32 = float; // 32-bit IEEE float 91 alias X3DAUDIO_VECTOR = D3DVECTOR; // float 3D vector 92 93 // instance handle of precalculated constants 94 alias BYTE[X3DAUDIO_HANDLE_BYTESIZE] X3DAUDIO_HANDLE; 95 96 97 // Distance curve point: 98 // Defines a DSP setting at a given normalized distance. 99 struct X3DAUDIO_DISTANCE_CURVE_POINT 100 { 101 FLOAT32 Distance; // normalized distance, must be within [0.0f, 1.0f] 102 FLOAT32 DSPSetting; // DSP setting 103 } 104 alias LPX3DAUDIO_DISTANCE_CURVE_POINT = X3DAUDIO_DISTANCE_CURVE_POINT*; 105 106 // Distance curve: 107 // A piecewise curve made up of linear segments used to 108 // define DSP behaviour with respect to normalized distance. 109 // 110 // Note that curve point distances are normalized within [0.0f, 1.0f]. 111 // X3DAUDIO_EMITTER.CurveDistanceScaler must be used to scale the 112 // normalized distances to user-defined world units. 113 // For distances beyond CurveDistanceScaler * 1.0f, 114 // pPoints[PointCount-1].DSPSetting is used as the DSP setting. 115 // 116 // All distance curve spans must be such that: 117 // pPoints[k-1].DSPSetting + ((pPoints[k].DSPSetting-pPoints[k-1].DSPSetting) / (pPoints[k].Distance-pPoints[k-1].Distance)) * (pPoints[k].Distance-pPoints[k-1].Distance) != NAN or infinite values 118 // For all points in the distance curve where 1 <= k < PointCount. 119 struct X3DAUDIO_DISTANCE_CURVE 120 { 121 X3DAUDIO_DISTANCE_CURVE_POINT* pPoints; // distance curve point array, must have at least PointCount elements with no duplicates and be sorted in ascending order with respect to Distance 122 UINT32 PointCount; // number of distance curve points, must be >= 2 as all distance curves must have at least two endpoints, defining DSP settings at 0.0f and 1.0f normalized distance 123 } 124 alias LPX3DAUDIO_DISTANCE_CURVE = X3DAUDIO_DISTANCE_CURVE*; 125 enum : X3DAUDIO_DISTANCE_CURVE_POINT[2] 126 { 127 X3DAudioDefault_LinearCurvePoints = [ X3DAUDIO_DISTANCE_CURVE_POINT(0.0f, 1.0f), X3DAUDIO_DISTANCE_CURVE_POINT(1.0f, 0.0f) ], 128 } 129 enum : X3DAUDIO_DISTANCE_CURVE 130 { 131 X3DAudioDefault_LinearCurve = X3DAUDIO_DISTANCE_CURVE( X3DAudioDefault_LinearCurvePoints.ptr, 2 ), 132 } 133 134 // Cone: 135 // Specifies directionality for a listener or single-channel emitter by 136 // modifying DSP behaviour with respect to its front orientation. 137 // This is modeled using two sound cones: an inner cone and an outer cone. 138 // On/within the inner cone, DSP settings are scaled by the inner values. 139 // On/beyond the outer cone, DSP settings are scaled by the outer values. 140 // If on both the cones, DSP settings are scaled by the inner values only. 141 // Between the two cones, the scaler is linearly interpolated between the 142 // inner and outer values. Set both cone angles to 0 or X3DAUDIO_2PI for 143 // omnidirectionality using only the outer or inner values respectively. 144 struct X3DAUDIO_CONE 145 { 146 FLOAT32 InnerAngle; // inner cone angle in radians, must be within [0.0f, X3DAUDIO_2PI] 147 FLOAT32 OuterAngle; // outer cone angle in radians, must be within [InnerAngle, X3DAUDIO_2PI] 148 149 FLOAT32 InnerVolume; // volume level scaler on/within inner cone, used only for matrix calculations, must be within [0.0f, 2.0f] when used 150 FLOAT32 OuterVolume; // volume level scaler on/beyond outer cone, used only for matrix calculations, must be within [0.0f, 2.0f] when used 151 FLOAT32 InnerLPF; // LPF (both direct and reverb paths) coefficient subtrahend on/within inner cone, used only for LPF (both direct and reverb paths) calculations, must be within [0.0f, 1.0f] when used 152 FLOAT32 OuterLPF; // LPF (both direct and reverb paths) coefficient subtrahend on/beyond outer cone, used only for LPF (both direct and reverb paths) calculations, must be within [0.0f, 1.0f] when used 153 FLOAT32 InnerReverb; // reverb send level scaler on/within inner cone, used only for reverb calculations, must be within [0.0f, 2.0f] when used 154 FLOAT32 OuterReverb; // reverb send level scaler on/beyond outer cone, used only for reverb calculations, must be within [0.0f, 2.0f] when used 155 } 156 alias LPX3DAUDIO_CONE = X3DAUDIO_CONE*; 157 enum : X3DAUDIO_CONE 158 { 159 X3DAudioDefault_DirectionalCone = X3DAUDIO_CONE( X3DAUDIO_PI/2, X3DAUDIO_PI, 1.0f, 0.708f, 0.0f, 0.25f, 0.708f, 1.0f ), 160 } 161 162 163 // Listener: 164 // Defines a point of 3D audio reception. 165 // 166 // The cone is directed by the listener's front orientation. 167 struct X3DAUDIO_LISTENER 168 { 169 X3DAUDIO_VECTOR OrientFront; // orientation of front direction, used only for matrix and delay calculations or listeners with cones for matrix, LPF (both direct and reverb paths), and reverb calculations, must be normalized when used 170 X3DAUDIO_VECTOR OrientTop; // orientation of top direction, used only for matrix and delay calculations, must be orthonormal with OrientFront when used 171 172 X3DAUDIO_VECTOR Position; // position in user-defined world units, does not affect Velocity 173 X3DAUDIO_VECTOR Velocity; // velocity vector in user-defined world units/second, used only for doppler calculations, does not affect Position 174 175 X3DAUDIO_CONE* pCone; // sound cone, used only for matrix, LPF (both direct and reverb paths), and reverb calculations, NULL specifies omnidirectionality 176 } 177 alias LPX3DAUDIO_LISTENER = X3DAUDIO_LISTENER*; 178 179 // Emitter: 180 // Defines a 3D audio source, divided into two classifications: 181 // 182 // Single-point -- For use with single-channel sounds. 183 // Positioned at the emitter base, i.e. the channel radius 184 // and azimuth are ignored if the number of channels == 1. 185 // 186 // May be omnidirectional or directional using a cone. 187 // The cone originates from the emitter base position, 188 // and is directed by the emitter's front orientation. 189 // 190 // Multi-point -- For use with multi-channel sounds. 191 // Each non-LFE channel is positioned using an 192 // azimuth along the channel radius with respect to the 193 // front orientation vector in the plane orthogonal to the 194 // top orientation vector. An azimuth of X3DAUDIO_2PI 195 // specifies a channel is an LFE. Such channels are 196 // positioned at the emitter base and are calculated 197 // with respect to pLFECurve only, never pVolumeCurve. 198 // 199 // Multi-point emitters are always omnidirectional, 200 // i.e. the cone is ignored if the number of channels > 1. 201 // 202 // Note that many properties are shared among all channel points, 203 // locking certain behaviour with respect to the emitter base position. 204 // For example, doppler shift is always calculated with respect to the 205 // emitter base position and so is constant for all its channel points. 206 // Distance curve calculations are also with respect to the emitter base 207 // position, with the curves being calculated independently of each other. 208 // For instance, volume and LFE calculations do not affect one another. 209 struct X3DAUDIO_EMITTER 210 { 211 X3DAUDIO_CONE* pCone; // sound cone, used only with single-channel emitters for matrix, LPF (both direct and reverb paths), and reverb calculations, NULL specifies omnidirectionality 212 X3DAUDIO_VECTOR OrientFront; // orientation of front direction, used only for emitter angle calculations or with multi-channel emitters for matrix calculations or single-channel emitters with cones for matrix, LPF (both direct and reverb paths), and reverb calculations, must be normalized when used 213 X3DAUDIO_VECTOR OrientTop; // orientation of top direction, used only with multi-channel emitters for matrix calculations, must be orthonormal with OrientFront when used 214 215 X3DAUDIO_VECTOR Position; // position in user-defined world units, does not affect Velocity 216 X3DAUDIO_VECTOR Velocity; // velocity vector in user-defined world units/second, used only for doppler calculations, does not affect Position 217 218 FLOAT32 InnerRadius; // inner radius, must be within [0.0f, FLT_MAX] 219 FLOAT32 InnerRadiusAngle; // inner radius angle, must be within [0.0f, X3DAUDIO_PI/4.0) 220 221 UINT32 ChannelCount; // number of sound channels, must be > 0 222 FLOAT32 ChannelRadius; // channel radius, used only with multi-channel emitters for matrix calculations, must be >= 0.0f when used 223 FLOAT32* pChannelAzimuths; // channel azimuth array, used only with multi-channel emitters for matrix calculations, contains positions of each channel expressed in radians along the channel radius with respect to the front orientation vector in the plane orthogonal to the top orientation vector, or X3DAUDIO_2PI to specify an LFE channel, must have at least ChannelCount elements, all within [0.0f, X3DAUDIO_2PI] when used 224 225 X3DAUDIO_DISTANCE_CURVE* pVolumeCurve; // volume level distance curve, used only for matrix calculations, NULL specifies a default curve that conforms to the inverse square law, calculated in user-defined world units with distances <= CurveDistanceScaler clamped to no attenuation 226 X3DAUDIO_DISTANCE_CURVE* pLFECurve; // LFE level distance curve, used only for matrix calculations, NULL specifies a default curve that conforms to the inverse square law, calculated in user-defined world units with distances <= CurveDistanceScaler clamped to no attenuation 227 X3DAUDIO_DISTANCE_CURVE* pLPFDirectCurve; // LPF direct-path coefficient distance curve, used only for LPF direct-path calculations, NULL specifies the default curve: [0.0f,1.0f], [1.0f,0.75f] 228 X3DAUDIO_DISTANCE_CURVE* pLPFReverbCurve; // LPF reverb-path coefficient distance curve, used only for LPF reverb-path calculations, NULL specifies the default curve: [0.0f,0.75f], [1.0f,0.75f] 229 X3DAUDIO_DISTANCE_CURVE* pReverbCurve; // reverb send level distance curve, used only for reverb calculations, NULL specifies the default curve: [0.0f,1.0f], [1.0f,0.0f] 230 231 FLOAT32 CurveDistanceScaler; // curve distance scaler, used to scale normalized distance curves to user-defined world units and/or exaggerate their effect, used only for matrix, LPF (both direct and reverb paths), and reverb calculations, must be within [FLT_MIN, FLT_MAX] when used 232 FLOAT32 DopplerScaler; // doppler shift scaler, used to exaggerate doppler shift effect, used only for doppler calculations, must be within [0.0f, FLT_MAX] when used 233 } 234 alias LPX3DAUDIO_EMITTER = X3DAUDIO_EMITTER*; 235 236 237 // DSP settings: 238 // Receives results from a call to X3DAudioCalculate to be sent 239 // to the low-level audio rendering API for 3D signal processing. 240 // 241 // The user is responsible for allocating the matrix coefficient table, 242 // delay time array, and initializing the channel counts when used. 243 struct X3DAUDIO_DSP_SETTINGS 244 { 245 FLOAT32* pMatrixCoefficients; // [inout] matrix coefficient table, receives an array representing the volume level used to send from source channel S to destination channel D, stored as pMatrixCoefficients[SrcChannelCount * D + S], must have at least SrcChannelCount*DstChannelCount elements 246 FLOAT32* pDelayTimes; // [inout] delay time array, receives delays for each destination channel in milliseconds, must have at least DstChannelCount elements (stereo final mix only) 247 UINT32 SrcChannelCount; // [in] number of source channels, must equal number of channels in respective emitter 248 UINT32 DstChannelCount; // [in] number of destination channels, must equal number of channels of the final mix 249 250 FLOAT32 LPFDirectCoefficient; // [out] LPF direct-path coefficient 251 FLOAT32 LPFReverbCoefficient; // [out] LPF reverb-path coefficient 252 FLOAT32 ReverbLevel; // [out] reverb send level 253 FLOAT32 DopplerFactor; // [out] doppler shift factor, scales resampler ratio for doppler shift effect, where the effective frequency = DopplerFactor * original frequency 254 FLOAT32 EmitterToListenerAngle; // [out] emitter-to-listener interior angle, expressed in radians with respect to the emitter's front orientation 255 256 FLOAT32 EmitterToListenerDistance; // [out] distance in user-defined world units from the emitter base to listener position, always calculated 257 FLOAT32 EmitterVelocityComponent; // [out] component of emitter velocity vector projected onto emitter->listener vector in user-defined world units/second, calculated only for doppler 258 FLOAT32 ListenerVelocityComponent; // [out] component of listener velocity vector projected onto emitter->listener vector in user-defined world units/second, calculated only for doppler 259 } 260 alias LPX3DAUDIO_DSP_SETTINGS = X3DAUDIO_DSP_SETTINGS*; 261 262 263 264 //--------------<F-U-N-C-T-I-O-N-S>-----------------------------------------// 265 // initializes instance handle 266 extern(Windows) void X3DAudioInitialize (UINT32 SpeakerChannelMask, FLOAT32 SpeedOfSound, /*out*/ X3DAUDIO_HANDLE* Instance); 267 268 // calculates DSP settings with respect to 3D parameters 269 extern(Windows) void X3DAudioCalculate (const(X3DAUDIO_HANDLE) Instance, const(X3DAUDIO_LISTENER)* pListener, const(X3DAUDIO_EMITTER)* pEmitter, UINT32 Flags, /*inout*/X3DAUDIO_DSP_SETTINGS* pDSPSettings); 270 271 //---------------------------------<-EOF->----------------------------------//