/* * 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 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