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Initial commit of Command & Conquer Renegade source code.
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Code/Combat/SoundEnvironment.h
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81
Code/Combat/SoundEnvironment.h
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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.h $*
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* *
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* Author:: Ian Leslie *
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* *
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* $Modtime:: 4/20/01 7:01p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef SOUNDENVIRONMENT_H
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#define SOUNDENVIRONMENT_H
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// Includes.
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#include "refcount.h"
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// Class declarations.
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class CameraClass;
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class PhysicsSceneClass;
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// A simple class that, upon each update, will determine of there is an object vertically
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// above the camera (at any height). If so then an amplitude value is attenuated. If, the
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// camera is also in an environment zone, then the amplitude is attenuated further. Amplitude
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// values are in the range 0..1. This class also uses a small mixing buffer so that amplitude
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// changes occur smoothly over time.
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class SoundEnvironmentClass : public RefCountClass
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{
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public:
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SoundEnvironmentClass();
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~SoundEnvironmentClass();
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void Reset();
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void Update (PhysicsSceneClass *scene, CameraClass *camera);
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float Get_Amplitude() {return (AmplitudeSum / AMPLITUDE_BUFFER_SIZE);}
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void Add_User() {UserCount++;} // Call to indicate that you want to start using this object.
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void Remove_User() {UserCount--;} // Call to indicate that you no longer need this object.
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protected:
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enum {
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AMPLITUDE_BUFFER_SIZE = 8
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};
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unsigned UserCount;
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unsigned AmplitudeIndex;
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float AmplitudeSum;
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float *AmplitudeBuffer;
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};
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#endif // SOUNDENVIRONMENT_H
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