+++ /dev/null
-#include "stdafx.h"\r
-/*\r
-* Copyright (c) 2007-2010 SlimDX Group\r
-* \r
-* Permission is hereby granted, free of charge, to any person obtaining a copy\r
-* of this software and associated documentation files (the "Software"), to deal\r
-* in the Software without restriction, including without limitation the rights\r
-* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r
-* copies of the Software, and to permit persons to whom the Software is\r
-* furnished to do so, subject to the following conditions:\r
-* \r
-* The above copyright notice and this permission notice shall be included in\r
-* all copies or substantial portions of the Software.\r
-* \r
-* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r
-* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
-* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r
-* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r
-* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r
-* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\r
-* THE SOFTWARE.\r
-*/\r
-#include <windows.h>\r
-#include <dsound.h>\r
-\r
-#include "../ComObject.h"\r
-#include "../math/Vector3.h"\r
-\r
-#include "DirectSoundException.h"\r
-\r
-#include "DirectSound.h"\r
-\r
-#include "SoundBuffer.h"\r
-#include "SoundListener3D.h"\r
-\r
-using namespace System;\r
-\r
-namespace SlimDX\r
-{\r
-namespace DirectSound\r
-{\r
- SoundListener3D::SoundListener3D( SoundBuffer^ soundBuffer )\r
- {\r
- IDirectSound3DListener8* listener;\r
-\r
- HRESULT hr = soundBuffer->InternalPointer->QueryInterface( IID_IDirectSound3DListener8, reinterpret_cast<void**>( &listener ) );\r
- if( RECORD_DSOUND( hr ).IsFailure )\r
- throw gcnew DirectSoundException( Result::Last );\r
- \r
- Construct( listener );\r
- }\r
-\r
- Result SoundListener3D::CommitDeferredSettings()\r
- {\r
- HRESULT hr = InternalPointer->CommitDeferredSettings();\r
- return RECORD_DSOUND( hr );\r
- }\r
-\r
- float SoundListener3D::DistanceFactor::get()\r
- {\r
- float distance = 0.0f;\r
- HRESULT hr = InternalPointer->GetDistanceFactor( &distance );\r
- RECORD_DSOUND( hr );\r
-\r
- return distance;\r
- }\r
-\r
- void SoundListener3D::DistanceFactor::set( float value )\r
- {\r
- HRESULT hr = InternalPointer->SetDistanceFactor( value, Deferred ? DS3D_DEFERRED : DS3D_IMMEDIATE );\r
- RECORD_DSOUND( hr );\r
- }\r
-\r
- float SoundListener3D::DopplerFactor::get()\r
- {\r
- float doppler = 0.0f;\r
- HRESULT hr = InternalPointer->GetDopplerFactor( &doppler );\r
- RECORD_DSOUND( hr );\r
-\r
- return doppler;\r
- }\r
-\r
- void SoundListener3D::DopplerFactor::set( float value )\r
- {\r
- HRESULT hr = InternalPointer->SetDopplerFactor( value, Deferred ? DS3D_DEFERRED : DS3D_IMMEDIATE );\r
- RECORD_DSOUND( hr );\r
- }\r
-\r
- float SoundListener3D::RolloffFactor::get()\r
- {\r
- float rolloff = 0.0f;\r
- HRESULT hr = InternalPointer->GetRolloffFactor( &rolloff );\r
- RECORD_DSOUND( hr );\r
-\r
- return rolloff;\r
- }\r
-\r
- void SoundListener3D::RolloffFactor::set( float value )\r
- {\r
- HRESULT hr = InternalPointer->SetRolloffFactor( value, Deferred ? DS3D_DEFERRED : DS3D_IMMEDIATE );\r
- RECORD_DSOUND( hr );\r
- }\r
-\r
- Vector3 SoundListener3D::FrontOrientation::get()\r
- {\r
- D3DVECTOR front = D3DVECTOR();\r
- D3DVECTOR top = D3DVECTOR();\r
- HRESULT hr = InternalPointer->GetOrientation( &front, &top );\r
-\r
- if( RECORD_DSOUND( hr ).IsFailure )\r
- return Vector3::Zero;\r
-\r
- return Vector3( front.x, front.y, front.z );\r
- }\r
-\r
- Vector3 SoundListener3D::TopOrientation::get()\r
- {\r
- D3DVECTOR front = D3DVECTOR();\r
- D3DVECTOR top = D3DVECTOR();\r
- HRESULT hr = InternalPointer->GetOrientation( &front, &top );\r
-\r
- if( RECORD_DSOUND( hr ).IsFailure )\r
- return Vector3::Zero;\r
-\r
- return Vector3( top.x, top.y, top.z );\r
- }\r
-\r
- void SoundListener3D::FrontOrientation::set( Vector3 value )\r
- {\r
- D3DVECTOR front = D3DVECTOR();\r
- D3DVECTOR top = D3DVECTOR();\r
- HRESULT hr = InternalPointer->GetOrientation( &front, &top );\r
-\r
- if( RECORD_DSOUND( hr ).IsFailure )\r
- return;\r
-\r
- hr = InternalPointer->SetOrientation( value.X, value.Y, value.Z, top.x, top.y, top.z,\r
- Deferred ? DS3D_DEFERRED : DS3D_IMMEDIATE );\r
- RECORD_DSOUND( hr );\r
- }\r
-\r
- void SoundListener3D::TopOrientation::set( Vector3 value )\r
- {\r
- D3DVECTOR front = D3DVECTOR();\r
- D3DVECTOR top = D3DVECTOR();\r
- HRESULT hr = InternalPointer->GetOrientation( &front, &top );\r
-\r
- if( RECORD_DSOUND( hr ).IsFailure )\r
- return;\r
-\r
- hr = InternalPointer->SetOrientation( front.x, front.y, front.z, value.X, value.Y, value.Z,\r
- Deferred ? DS3D_DEFERRED : DS3D_IMMEDIATE );\r
- RECORD_DSOUND( hr );\r
- }\r
-\r
- Vector3 SoundListener3D::Position::get()\r
- {\r
- D3DVECTOR position = D3DVECTOR();\r
- HRESULT hr = InternalPointer->GetPosition( &position );\r
- RECORD_DSOUND( hr );\r
-\r
- return Vector3( position.x, position.y, position.z );\r
- }\r
-\r
- void SoundListener3D::Position::set( Vector3 value )\r
- {\r
- HRESULT hr = InternalPointer->SetPosition( value.X, value.Y, value.Z, Deferred ? DS3D_DEFERRED : DS3D_IMMEDIATE );\r
- RECORD_DSOUND( hr );\r
- }\r
-\r
- Vector3 SoundListener3D::Velocity::get()\r
- {\r
- D3DVECTOR velocity = D3DVECTOR();\r
- HRESULT hr = InternalPointer->GetVelocity( &velocity );\r
- RECORD_DSOUND( hr );\r
-\r
- return Vector3( velocity.x, velocity.y, velocity.z );\r
- }\r
-\r
- void SoundListener3D::Velocity::set( Vector3 value )\r
- {\r
- HRESULT hr = InternalPointer->SetVelocity( value.X, value.Y, value.Z, Deferred ? DS3D_DEFERRED : DS3D_IMMEDIATE );\r
- RECORD_DSOUND( hr );\r
- }\r
-}\r
-}
\ No newline at end of file