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Initial commit of Command & Conquer Renegade source code.
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291
Code/WWAudio/AudioSaveLoad.cpp
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291
Code/WWAudio/AudioSaveLoad.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 : LevelEdit *
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* *
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* $Archive:: /Commando/Code/WWAudio/AudioSaveLoad.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 9/08/01 10:41a $*
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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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#include "always.h"
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#include "audiosaveload.h"
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#include "persist.h"
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#include "persistfactory.h"
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#include "definition.h"
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#include "soundchunkids.h"
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#include "chunkio.h"
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#include "SoundScene.h"
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#include "wwmemlog.h"
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///////////////////////////////////////////////////////////////////////
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// Global singleton instance
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///////////////////////////////////////////////////////////////////////
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StaticAudioSaveLoadClass _StaticAudioSaveLoadSubsystem;
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DynamicAudioSaveLoadClass _DynamicAudioSaveLoadSubsystem;
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///////////////////////////////////////////////////////////////////////
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// Constants
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///////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_STATIC_SCENE = 0x10291220,
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CHUNKID_DYNAMIC_SCENE,
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CHUNKID_DYNAMIC_VARIABLES
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};
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enum
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{
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VARID_INCLUDE_FILE = 0x01,
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VARID_CAMERA_TM,
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VARID_BACK_COLOR,
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VARID_LOGICAL_LISTENER_GLOBAL_SCALE,
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VARID_BACKGROUND_MUSIC_NAME
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};
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///////////////////////////////////////////////////////////////////////
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//
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// Chunk_ID
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//
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///////////////////////////////////////////////////////////////////////
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uint32
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StaticAudioSaveLoadClass::Chunk_ID (void) const
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{
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return CHUNKID_STATIC_SAVELOAD;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Contains_Data
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//
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///////////////////////////////////////////////////////////////////////
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bool
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StaticAudioSaveLoadClass::Contains_Data (void) const
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{
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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///////////////////////////////////////////////////////////////////////
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bool
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StaticAudioSaveLoadClass::Save (ChunkSaveClass &csave)
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{
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WWMEMLOG(MEM_SOUND);
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bool retval = true;
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//
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// Save the static sounds
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//
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SoundSceneClass *scene = WWAudioClass::Get_Instance ()->Get_Sound_Scene ();
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if (scene != NULL) {
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csave.Begin_Chunk (CHUNKID_STATIC_SCENE);
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scene->Save_Static (csave);
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csave.End_Chunk ();
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}
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return retval;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load
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//
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///////////////////////////////////////////////////////////////////////
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bool
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StaticAudioSaveLoadClass::Load (ChunkLoadClass &cload)
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{
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WWMEMLOG(MEM_SOUND);
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bool retval = true;
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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//
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// Load the static scene information
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//
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case CHUNKID_STATIC_SCENE:
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{
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SoundSceneClass *scene = WWAudioClass::Get_Instance ()->Get_Sound_Scene ();
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if (scene != NULL) {
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scene->Load_Static (cload);
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}
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}
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break;
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}
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cload.Close_Chunk ();
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}
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return retval;
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}
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//*******************************************************************//
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//*
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//* Start of DynamicAudioSaveLoadClass
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//*
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//*******************************************************************//
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///////////////////////////////////////////////////////////////////////
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//
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// Chunk_ID
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//
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///////////////////////////////////////////////////////////////////////
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uint32
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DynamicAudioSaveLoadClass::Chunk_ID (void) const
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{
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return CHUNKID_DYNAMIC_SAVELOAD;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Contains_Data
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//
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///////////////////////////////////////////////////////////////////////
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bool
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DynamicAudioSaveLoadClass::Contains_Data (void) const
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{
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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///////////////////////////////////////////////////////////////////////
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bool
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DynamicAudioSaveLoadClass::Save (ChunkSaveClass &csave)
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{
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bool retval = true;
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//
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// Save the static sounds
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//
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SoundSceneClass *scene = WWAudioClass::Get_Instance ()->Get_Sound_Scene ();
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if (scene != NULL) {
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csave.Begin_Chunk (CHUNKID_DYNAMIC_VARIABLES);
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float global_scale = LogicalListenerClass::Get_Global_Scale ();
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StringClass filename = WWAudioClass::Get_Instance ()->Get_Background_Music_Name ();
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WRITE_MICRO_CHUNK (csave, VARID_LOGICAL_LISTENER_GLOBAL_SCALE, global_scale);
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_BACKGROUND_MUSIC_NAME, filename);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_DYNAMIC_SCENE);
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scene->Save_Dynamic (csave);
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csave.End_Chunk ();
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}
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return retval;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load
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//
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///////////////////////////////////////////////////////////////////////
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bool
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DynamicAudioSaveLoadClass::Load (ChunkLoadClass &cload)
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{
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bool retval = true;
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_DYNAMIC_VARIABLES:
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{
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//
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// Read all the variables from their micro-chunks
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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//
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// Load the global scale for logical listeners
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//
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case VARID_LOGICAL_LISTENER_GLOBAL_SCALE:
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{
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float global_scale = 1.0F;
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LOAD_MICRO_CHUNK (cload, global_scale);
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LogicalListenerClass::Set_Global_Scale (global_scale);
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break;
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}
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//
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// Load the background music name
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//
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case VARID_BACKGROUND_MUSIC_NAME:
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{
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StringClass filename;
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LOAD_MICRO_CHUNK_WWSTRING (cload, filename);
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WWAudioClass::Get_Instance ()->Set_Background_Music (filename);
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break;
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}
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}
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cload.Close_Micro_Chunk ();
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}
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}
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break;
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//
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// Load the static scene information
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//
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case CHUNKID_DYNAMIC_SCENE:
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{
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SoundSceneClass *scene = WWAudioClass::Get_Instance ()->Get_Sound_Scene ();
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if (scene != NULL) {
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scene->Load_Dynamic (cload);
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}
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}
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break;
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}
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cload.Close_Chunk ();
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}
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return retval;
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}
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