You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/AudioSystem/Code/Include/Engine/ATLEntityData.h

158 lines
8.1 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#pragma once
#include <IAudioInterfacesCommonData.h>
namespace Audio
{
///////////////////////////////////////////////////////////////////////////////////////////////////
//! AudioSystemImplementation may use this base class for a middleware-specific audio object.
//! (e.g. a middleware-specific object ID)
///////////////////////////////////////////////////////////////////////////////////////////////////
struct IATLAudioObjectData
{
virtual ~IATLAudioObjectData() = default;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//! AudioSystemImplementation may use this base class for an middleware-specific audio listener.
//! (e.g. a middleware-specific object ID)
///////////////////////////////////////////////////////////////////////////////////////////////////
struct IATLListenerData
{
virtual ~IATLListenerData() = default;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//! AudioSystemImplementation may use this base class for a middleware-specific audio trigger.
//! (e.g. a middleware-specific event ID or name, a sound file to be passed to an API function)
///////////////////////////////////////////////////////////////////////////////////////////////////
struct IATLTriggerImplData
{
virtual ~IATLTriggerImplData() = default;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//! AudioSystemImplementation may use this base class for a middleware-specific audio parameter.
//! (e.g. a middleware-specific parameter ID or name to be passed to an API function)
///////////////////////////////////////////////////////////////////////////////////////////////////
struct IATLRtpcImplData
{
virtual ~IATLRtpcImplData() = default;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//! AudioSystemImplementation may use this base class for a middleware-specific audio switch state.
//! (e.g. a middleware-specific switch ID or switch/state names to be passed to an API function)
///////////////////////////////////////////////////////////////////////////////////////////////////
struct IATLSwitchStateImplData
{
virtual ~IATLSwitchStateImplData() = default;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//! AudioSystemImplementation may use this base class for a middleware-specific audio environment.
//! (e.g. a middleware-specific auxiliary bus ID or name to be passed to an API function)
///////////////////////////////////////////////////////////////////////////////////////////////////
struct IATLEnvironmentImplData
{
virtual ~IATLEnvironmentImplData() = default;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//! AudioSystemImplementation may use this base class for a middleware-specific audio event.
//! (e.g. a middleware-specific event or playing ID of an active event/sound)
///////////////////////////////////////////////////////////////////////////////////////////////////
struct IATLEventData
{
virtual ~IATLEventData() = default;
TAudioControlID m_triggerId = INVALID_AUDIO_CONTROL_ID;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//! AudioSystemImplementation may use this base class for a middleware-specific audio file entry.
//! (e.g. a middleware-specific bank ID if the AudioFileEntry represents a soundbank)
///////////////////////////////////////////////////////////////////////////////////////////////////
struct IATLAudioFileEntryData
{
virtual ~IATLAudioFileEntryData() = default;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//! AudioSystemImplementation may use this base class for a middleware-specific audio source.
//! (e.g. a middleware-specific source ID, language, collection, and file ID of an external source)
///////////////////////////////////////////////////////////////////////////////////////////////////
struct SATLSourceData
{
SAudioSourceInfo m_sourceInfo;
SATLSourceData() = default;
SATLSourceData(const SAudioSourceInfo& sourceInfo)
: m_sourceInfo(sourceInfo)
{}
~SATLSourceData() = default;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//! This is used to pass information about a file loaded into memory between the Audio System
//! and the Audio Engine (i.e. audio middleware implementation)
///////////////////////////////////////////////////////////////////////////////////////////////////
struct SATLAudioFileEntryInfo
{
IATLAudioFileEntryData* pImplData = nullptr; // the implementation-specific data needed for this AudioFileEntry
const char* sFileName = nullptr; // file name
void* pFileData = nullptr; // memory location of the file's contents
size_t nSize = 0; // file size
size_t nMemoryBlockAlignment = 0; // alignment to be used when allocating memory for this file's contents
bool bLocalized = false; // is the file localized?
SATLAudioFileEntryInfo() = default;
~SATLAudioFileEntryInfo() = default;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//! This is used to pass information about an AudioSystemImplementation's memory usage in its main allocators.
//! Note: This struct cannot define a constructor, it needs to be a POD!
///////////////////////////////////////////////////////////////////////////////////////////////////
struct SAudioImplMemoryInfo
{
size_t nPrimaryPoolSize = 0; // total size in bytes of the Primary Memory Pool
size_t nPrimaryPoolUsedSize = 0; // bytes allocated inside the Primary Memory Pool
size_t nPrimaryPoolAllocations = 0; // number of allocations performed in the Primary Memory Pool
size_t nSecondaryPoolSize = 0; // total size in bytes of the Secondary Memory Pool
size_t nSecondaryPoolUsedSize = 0; // bytes allocated inside the Secondary Memory Pool
size_t nSecondaryPoolAllocations = 0; // number of allocations performed in the Secondary Memory Pool
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//! This is used to pass information about an audio middleware's detailed memory pool usage.
///////////////////////////////////////////////////////////////////////////////////////////////////
struct AudioImplMemoryPoolInfo
{
char m_poolName[64]; // friendly name of the pool
AZ::s32 m_poolId = -1; // -1 is invalid/default
AZ::u32 m_memoryReserved = 0; // size of the pool in bytes
AZ::u32 m_memoryUsed = 0; // amount of the pool used in bytes
AZ::u32 m_peakUsed = 0; // peak used size in bytes
AZ::u32 m_numAllocs = 0; // number of alloc calls
AZ::u32 m_numFrees = 0; // number of free calls
};
} // namespace Audio