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#36897 [DTXC] MIDIインポート機能の呼び出し口を、ファイルメニュー内にも配置。
[dtxmania/dtxmania.git] / SlimDXc_Jun2010(VC++2008) / source / directsound / SoundListener3D.cpp
1 #include "stdafx.h"\r
2 /*\r
3 * Copyright (c) 2007-2010 SlimDX Group\r
4\r
5 * Permission is hereby granted, free of charge, to any person obtaining a copy\r
6 * of this software and associated documentation files (the "Software"), to deal\r
7 * in the Software without restriction, including without limitation the rights\r
8 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r
9 * copies of the Software, and to permit persons to whom the Software is\r
10 * furnished to do so, subject to the following conditions:\r
11\r
12 * The above copyright notice and this permission notice shall be included in\r
13 * all copies or substantial portions of the Software.\r
14\r
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r
18 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\r
21 * THE SOFTWARE.\r
22 */\r
23 #include <windows.h>\r
24 #include <dsound.h>\r
25 \r
26 #include "../ComObject.h"\r
27 #include "../math/Vector3.h"\r
28 \r
29 #include "DirectSoundException.h"\r
30 \r
31 #include "DirectSound.h"\r
32 \r
33 #include "SoundBuffer.h"\r
34 #include "SoundListener3D.h"\r
35 \r
36 using namespace System;\r
37 \r
38 namespace SlimDX\r
39 {\r
40 namespace DirectSound\r
41 {\r
42         SoundListener3D::SoundListener3D( SoundBuffer^ soundBuffer )\r
43         {\r
44                 IDirectSound3DListener8* listener;\r
45 \r
46                 HRESULT hr = soundBuffer->InternalPointer->QueryInterface( IID_IDirectSound3DListener8, reinterpret_cast<void**>( &listener ) );\r
47                 if( RECORD_DSOUND( hr ).IsFailure )\r
48                         throw gcnew DirectSoundException( Result::Last );\r
49                 \r
50                 Construct( listener );\r
51         }\r
52 \r
53         Result SoundListener3D::CommitDeferredSettings()\r
54         {\r
55                 HRESULT hr = InternalPointer->CommitDeferredSettings();\r
56                 return RECORD_DSOUND( hr );\r
57         }\r
58 \r
59         float SoundListener3D::DistanceFactor::get()\r
60         {\r
61                 float distance = 0.0f;\r
62                 HRESULT hr = InternalPointer->GetDistanceFactor( &distance );\r
63                 RECORD_DSOUND( hr );\r
64 \r
65                 return distance;\r
66         }\r
67 \r
68         void SoundListener3D::DistanceFactor::set( float value )\r
69         {\r
70                 HRESULT hr = InternalPointer->SetDistanceFactor( value, Deferred ?  DS3D_DEFERRED : DS3D_IMMEDIATE );\r
71                 RECORD_DSOUND( hr );\r
72         }\r
73 \r
74         float SoundListener3D::DopplerFactor::get()\r
75         {\r
76                 float doppler = 0.0f;\r
77                 HRESULT hr = InternalPointer->GetDopplerFactor( &doppler );\r
78                 RECORD_DSOUND( hr );\r
79 \r
80                 return doppler;\r
81         }\r
82 \r
83         void SoundListener3D::DopplerFactor::set( float value )\r
84         {\r
85                 HRESULT hr = InternalPointer->SetDopplerFactor( value, Deferred ?  DS3D_DEFERRED : DS3D_IMMEDIATE );\r
86                 RECORD_DSOUND( hr );\r
87         }\r
88 \r
89         float SoundListener3D::RolloffFactor::get()\r
90         {\r
91                 float rolloff = 0.0f;\r
92                 HRESULT hr = InternalPointer->GetRolloffFactor( &rolloff );\r
93                 RECORD_DSOUND( hr );\r
94 \r
95                 return rolloff;\r
96         }\r
97 \r
98         void SoundListener3D::RolloffFactor::set( float value )\r
99         {\r
100                 HRESULT hr = InternalPointer->SetRolloffFactor( value, Deferred ?  DS3D_DEFERRED : DS3D_IMMEDIATE );\r
101                 RECORD_DSOUND( hr );\r
102         }\r
103 \r
104         Vector3 SoundListener3D::FrontOrientation::get()\r
105         {\r
106                 D3DVECTOR front = D3DVECTOR();\r
107                 D3DVECTOR top = D3DVECTOR();\r
108                 HRESULT hr = InternalPointer->GetOrientation( &front, &top );\r
109 \r
110                 if( RECORD_DSOUND( hr ).IsFailure )\r
111                         return Vector3::Zero;\r
112 \r
113                 return Vector3( front.x, front.y, front.z );\r
114         }\r
115 \r
116         Vector3 SoundListener3D::TopOrientation::get()\r
117         {\r
118                 D3DVECTOR front = D3DVECTOR();\r
119                 D3DVECTOR top = D3DVECTOR();\r
120                 HRESULT hr = InternalPointer->GetOrientation( &front, &top );\r
121 \r
122                 if( RECORD_DSOUND( hr ).IsFailure )\r
123                         return Vector3::Zero;\r
124 \r
125                 return Vector3( top.x, top.y, top.z );\r
126         }\r
127 \r
128         void SoundListener3D::FrontOrientation::set( Vector3 value )\r
129         {\r
130                 D3DVECTOR front = D3DVECTOR();\r
131                 D3DVECTOR top = D3DVECTOR();\r
132                 HRESULT hr = InternalPointer->GetOrientation( &front, &top );\r
133 \r
134                 if( RECORD_DSOUND( hr ).IsFailure )\r
135                         return;\r
136 \r
137                 hr = InternalPointer->SetOrientation( value.X, value.Y, value.Z, top.x, top.y, top.z,\r
138                         Deferred ? DS3D_DEFERRED : DS3D_IMMEDIATE );\r
139                 RECORD_DSOUND( hr );\r
140         }\r
141 \r
142         void SoundListener3D::TopOrientation::set( Vector3 value )\r
143         {\r
144                 D3DVECTOR front = D3DVECTOR();\r
145                 D3DVECTOR top = D3DVECTOR();\r
146                 HRESULT hr = InternalPointer->GetOrientation( &front, &top );\r
147 \r
148                 if( RECORD_DSOUND( hr ).IsFailure )\r
149                         return;\r
150 \r
151                 hr = InternalPointer->SetOrientation( front.x, front.y, front.z, value.X, value.Y, value.Z,\r
152                         Deferred ? DS3D_DEFERRED : DS3D_IMMEDIATE );\r
153                 RECORD_DSOUND( hr );\r
154         }\r
155 \r
156         Vector3 SoundListener3D::Position::get()\r
157         {\r
158                 D3DVECTOR position = D3DVECTOR();\r
159                 HRESULT hr = InternalPointer->GetPosition( &position );\r
160                 RECORD_DSOUND( hr );\r
161 \r
162                 return Vector3( position.x, position.y, position.z );\r
163         }\r
164 \r
165         void SoundListener3D::Position::set( Vector3 value )\r
166         {\r
167                 HRESULT hr = InternalPointer->SetPosition( value.X, value.Y, value.Z, Deferred ?  DS3D_DEFERRED : DS3D_IMMEDIATE );\r
168                 RECORD_DSOUND( hr );\r
169         }\r
170 \r
171         Vector3 SoundListener3D::Velocity::get()\r
172         {\r
173                 D3DVECTOR velocity = D3DVECTOR();\r
174                 HRESULT hr = InternalPointer->GetVelocity( &velocity );\r
175                 RECORD_DSOUND( hr );\r
176 \r
177                 return Vector3( velocity.x, velocity.y, velocity.z );\r
178         }\r
179 \r
180         void SoundListener3D::Velocity::set( Vector3 value )\r
181         {\r
182                 HRESULT hr = InternalPointer->SetVelocity( value.X, value.Y, value.Z, Deferred ?  DS3D_DEFERRED : DS3D_IMMEDIATE );\r
183                 RECORD_DSOUND( hr );\r
184         }\r
185 }\r
186 }