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Initial commit of Command & Conquer Renegade source code.
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153
Code/WWAudio/LogicalSound.h
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153
Code/WWAudio/LogicalSound.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 : WWAudio *
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* *
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* $Archive:: /Commando/Code/WWAudio/LogicalSound.h $Modtime:: 7/01/99 10:18a $*
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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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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __LOGICAL_SOUND_H
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#define __LOGICAL_SOUND_H
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#include "SoundSceneObj.H"
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#include "BitType.H"
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#include "Vector3.H"
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#include "Matrix3D.H"
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/////////////////////////////////////////////////////////////////////////////////
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//
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// LogicalSoundClass
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//
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// This class represents 'logical' sounds that affect gameplay but do not
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// actually make an audible sound
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//
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class LogicalSoundClass : public SoundSceneObjClass
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{
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public:
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//////////////////////////////////////////////////////////////////////
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// Public friends
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//////////////////////////////////////////////////////////////////////
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friend class SoundSceneClass;
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//////////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////////////
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LogicalSoundClass (void);
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virtual ~LogicalSoundClass (void);
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//////////////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////
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// LogicalSoundClass specific
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//////////////////////////////////////////////////////////////////////
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virtual bool Is_Single_Shot (void) const { return m_IsSingleShot; }
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virtual void Set_Single_Shot (bool single_shot) { m_IsSingleShot = single_shot; }
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virtual void Set_Type_Mask (uint32 mask = 0) { m_TypeMask = mask; }
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virtual uint32 Get_Type_Mask (void) const { return m_TypeMask; }
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virtual float Get_Notify_Delay (void) const { return (float)m_NotifyDelayInMS / 1000.0F; }
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virtual void Set_Notify_Delay (float secs) { m_NotifyDelayInMS = uint32(secs * 1000.0F); }
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virtual bool Allow_Notify (uint32 timestamp);
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virtual uint32 Get_Listener_Timestamp (void) const { return m_OldestListenerTimestamp; }
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virtual void Set_Listener_Timestamp (int timestamp) { m_OldestListenerTimestamp = timestamp; }
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//////////////////////////////////////////////////////////////////////
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// Update methods
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//////////////////////////////////////////////////////////////////////
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virtual bool On_Frame_Update (unsigned int milliseconds = 0);
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//////////////////////////////////////////////////////////////////////
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// Position/direction methods
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//////////////////////////////////////////////////////////////////////
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virtual void Set_Position (const Vector3 &position) { m_Position = position; }
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virtual Vector3 Get_Position (void) const { return m_Position; }
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virtual void Set_Transform (const Matrix3D &transform) { m_Position = transform.Get_Translation (); }
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virtual Matrix3D Get_Transform (void) const { Matrix3D tm(1); tm.Set_Translation (m_Position); return tm; }
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//////////////////////////////////////////////////////////////////////
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// Culling methods
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//////////////////////////////////////////////////////////////////////
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virtual void Cull_Sound (bool culled = true) { };
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virtual bool Is_Sound_Culled (void) const { return false; };
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//////////////////////////////////////////////////////////////////////
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// Scene integration
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//////////////////////////////////////////////////////////////////////
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virtual void Add_To_Scene (bool start_playing = true);
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virtual void Remove_From_Scene (void);
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//////////////////////////////////////////////////////////////////////
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// Attenuation settings
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//////////////////////////////////////////////////////////////////////
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//
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// This is the distance where the sound can not be heard any longer. (its vol is 0)
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//
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virtual void Set_DropOff_Radius (float radius = 1) { m_DropOffRadius = radius; }
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virtual float Get_DropOff_Radius (void) const { return m_DropOffRadius; }
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//////////////////////////////////////////////////////////////////////
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// From PersistClass
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//////////////////////////////////////////////////////////////////////
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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const PersistFactoryClass & Get_Factory (void) const;
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protected:
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//////////////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////////////
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private:
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//////////////////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////////////////
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float m_DropOffRadius;
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bool m_IsSingleShot;
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uint32 m_TypeMask;
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Vector3 m_Position;
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uint32 m_OldestListenerTimestamp;
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int m_MaxListeners;
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uint32 m_NotifyDelayInMS;
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uint32 m_LastNotification;
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};
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#endif //__LOGICAL_SOUND_H
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