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Initial commit of Command & Conquer Renegade source code.
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Code/WWAudio/Sound3D.h
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202
Code/WWAudio/Sound3D.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/Sound3D.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 11/28/01 8:57a $*
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* *
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* $Revision:: 14 $*
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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 __SOUND3DOBJ_H
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#define __SOUND3DOBJ_H
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#include "AudibleSound.H"
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#include "mempool.h"
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/////////////////////////////////////////////////////////////////////////////////
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//
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// Sound3DClass
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//
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// Class defining a 3D sound. A 3D sound uses position and velocity information
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// to determine volume/panning/doppler etc.
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//
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// A 3D sound should be added to the SoundScene rather than explicitly played. The
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// SoundScene will determine when a 3D sound is 'in range' and play it...
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//
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class Sound3DClass : public AudibleSoundClass
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{
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public:
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//////////////////////////////////////////////////////////////////////
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// Friend classes
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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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Sound3DClass (const Sound3DClass &src);
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Sound3DClass (void);
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virtual ~Sound3DClass (void);
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//////////////////////////////////////////////////////////////////////
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// Public operators
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//////////////////////////////////////////////////////////////////////
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const Sound3DClass &operator= (const Sound3DClass &src);
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//////////////////////////////////////////////////////////////////////
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// Identification methods
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//////////////////////////////////////////////////////////////////////
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virtual SOUND_CLASSID Get_Class_ID (void) const { return CLASSID_3D; }
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virtual void Make_Static (bool is_static = true) { m_IsStatic = is_static; }
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virtual bool Is_Static (void) const { return m_IsStatic; }
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//////////////////////////////////////////////////////////////////////
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// Conversion methods
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//////////////////////////////////////////////////////////////////////
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virtual Sound3DClass * As_Sound3DClass (void) { return this; }
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//////////////////////////////////////////////////////////////////////
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// State control methods
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//////////////////////////////////////////////////////////////////////
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virtual bool Play (bool alloc_handle = true);
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//////////////////////////////////////////////////////////////////////
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// Priority control
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//////////////////////////////////////////////////////////////////////
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virtual float Get_Priority (void) const { if (m_IsCulled) return 0; return m_Priority; }
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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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// Position/direction methods
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//////////////////////////////////////////////////////////////////////
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virtual void Set_Position (const Vector3 &position);
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virtual Vector3 Get_Position (void) const { return m_Transform.Get_Translation (); }
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virtual void Set_Listener_Transform (const Matrix3D &tm);
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virtual void Set_Transform (const Matrix3D &transform);
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virtual Matrix3D Get_Transform (void) const { return m_Transform; }
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void Update_Miles_Transform (void);
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//////////////////////////////////////////////////////////////////////
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// Velocity methods
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//////////////////////////////////////////////////////////////////////
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//
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// The velocity settings are in meters per millisecond.
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//
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virtual void Set_Velocity (const Vector3 &velocity);
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virtual Vector3 Get_Velocity (void) const { return m_CurrentVelocity; }
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virtual void Get_Velocity (Vector3 &velocity) const { velocity = m_CurrentVelocity; }
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virtual void Auto_Calc_Velocity (bool autocalc = true) { m_bAutoCalcVel = autocalc; }
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virtual bool Is_Auto_Calc_Velocity_On (void) const { return m_bAutoCalcVel; }
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//////////////////////////////////////////////////////////////////////
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// Attenuation settings
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//////////////////////////////////////////////////////////////////////
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//
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// The maximum-volume radius is the distance from the sound-emitter where
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// it seems as loud as it is going to get. Volume does not increase after this
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// point. Volume is linerally interpolated from the DropOff distance to the MaxVol
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// distance. For some objects (like an airplane) the max-vol distance is
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// not 0, but would be 100 or so meters away.
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//
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virtual void Set_Max_Vol_Radius (float radius = 0);
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virtual float Get_Max_Vol_Radius (void) const { return m_MaxVolRadius; }
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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);
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virtual float Get_DropOff_Radius () {return(m_DropOffRadius);}
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// From PersistClass
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const PersistFactoryClass & Get_Factory (void) const;
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//
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// From PersistClass
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//
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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protected:
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//////////////////////////////////////////////////////////////////////
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// Handle information
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//////////////////////////////////////////////////////////////////////
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virtual SoundCullObjClass * Peek_Cullable_Wrapper (void) const { return m_PhysWrapper; }
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virtual void Set_Cullable_Wrapper (SoundCullObjClass *obj) { m_PhysWrapper = obj; }
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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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void Update_Edge_Volume (void);
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//////////////////////////////////////////////////////////////////////
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// Handle information
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//////////////////////////////////////////////////////////////////////
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virtual void Set_Miles_Handle (MILES_HANDLE handle);
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virtual void Initialize_Miles_Handle (void);
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virtual void Allocate_Miles_Handle (void);
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//////////////////////////////////////////////////////////////////////
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// Event handling
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//////////////////////////////////////////////////////////////////////
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virtual void On_Loop_End (void);
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//////////////////////////////////////////////////////////////////////
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// Protected member data
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//////////////////////////////////////////////////////////////////////
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bool m_IsTransformInitted;
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bool m_bAutoCalcVel;
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Vector3 m_CurrentVelocity;
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float m_MaxVolRadius;
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bool m_IsStatic;
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unsigned int m_LastUpdate;
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};
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#endif //__SOUND3DOBJ_H
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