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Initial commit of Command & Conquer Renegade source code.
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170
Code/Combat/SoundEnvironment.cpp
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170
Code/Combat/SoundEnvironment.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/SoundEnvironment.cpp $*
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* *
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* Author:: Ian Leslie *
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* *
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* $Modtime:: 5/21/01 2:16p $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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// Includes.
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#include "soundenvironment.h"
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#include "camera.h"
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#include "combat.h"
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#include "gameobjmanager.h"
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#include "phys.h"
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#include "physcoltest.h"
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#include "pscene.h"
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/***********************************************************************************************
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* SoundEnvironmentClass::SoundEnvironmentClass -- *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 04/16/01 IML : Created. *
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*=============================================================================================*/
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SoundEnvironmentClass::SoundEnvironmentClass()
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: UserCount (0)
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{
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// Initialize the amplitude mixing buffer.
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AmplitudeBuffer = new float [AMPLITUDE_BUFFER_SIZE];
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WWASSERT (AmplitudeBuffer != NULL);
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Reset();
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}
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/***********************************************************************************************
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* SoundEnvironmentClass::Reset -- *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 04/16/01 IML : Created. *
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*=============================================================================================*/
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void SoundEnvironmentClass::Reset()
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{
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// Clear the amplitude buffer.
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AmplitudeIndex = 0;
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AmplitudeSum = 0.0f;
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for (unsigned i = 0; i < AMPLITUDE_BUFFER_SIZE; i++) {
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AmplitudeBuffer [i] = 0.0f;
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}
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}
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/***********************************************************************************************
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* SoundEnvironmentClass::~SoundEnvironmentClass -- *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 04/20/01 PDS : Created. *
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*=============================================================================================*/
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SoundEnvironmentClass::~SoundEnvironmentClass()
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{
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delete [] AmplitudeBuffer;
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}
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/***********************************************************************************************
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* SoundEnvironmentClass::Update -- *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 04/16/01 IML : Created. *
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*=============================================================================================*/
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void SoundEnvironmentClass::Update (PhysicsSceneClass *scene, CameraClass *camera)
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{
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// Optimization: only update if this object is being used.
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if (UserCount > 0) {
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Vector3 cameraposition;
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Vector3 scenemin, scenemax;
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float amplitude;
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cameraposition = camera->Get_Position();
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// Get the highest point in the scene.
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scene->Get_Level_Extents (scenemin, scenemax);
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// Expand the bounding box by a small amount so that we can distinguish between collisions with geometry and
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// collisions with the bounding box.
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scenemin.Z -= 1.0f;
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scenemax.Z += 1.0f;
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// Cast a ray from the camera position upwards.
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{
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Vector3 raycastendpoint (cameraposition.X, cameraposition.Y, scenemax.Z);
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LineSegClass raycast (cameraposition, raycastendpoint);
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CastResultStruct rayresult;
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PhysRayCollisionTestClass raytest (raycast, &rayresult, TERRAIN_ONLY_COLLISION_GROUP, COLLISION_TYPE_PROJECTILE);
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scene->Cast_Ray (raytest);
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// Did the ray hit an object?
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if (raytest.Result->Fraction < 1.0f) {
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// Is the camera in an environment zone (in which case environmental sounds should not be heard)?
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if (GameObjManager::Is_In_Environment_Zone (cameraposition)) {
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amplitude = 0.0f;
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} else {
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amplitude = 0.5f;
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}
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} else {
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amplitude = 1.0f;
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}
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}
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AmplitudeSum -= AmplitudeBuffer [AmplitudeIndex];
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AmplitudeBuffer [AmplitudeIndex] = amplitude;
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AmplitudeSum += amplitude;
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AmplitudeIndex++;
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if (AmplitudeIndex >= AMPLITUDE_BUFFER_SIZE) AmplitudeIndex = 0;
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}
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}
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