Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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Generals/Code/GameEngine/Include/Common/AudioEventInfo.h
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Generals/Code/GameEngine/Include/Common/AudioEventInfo.h
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/*
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** Command & Conquer Generals(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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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: AudioEventInfo.h /////////////////////////////////////////////////////////////////////////
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// AudioEventInfo structure
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// Author: John K. McDonald, March 2002
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#pragma once
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#ifndef _H_AUDIOEVENTINFO_
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#define _H_AUDIOEVENTINFO_
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#include "Common/AsciiString.h"
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#include "Common/GameMemory.h"
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#include "Common/STLTypedefs.h"
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// DEFINES
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#define NO_INTENSIVE_AUDIO_DEBUG
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// FORWARD DECLARATIONS ///////////////////////////////////////////////////////////////////////////
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struct FieldParse;
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// USEFUL DECLARATIONS ////////////////////////////////////////////////////////////////////////////
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enum AudioType
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{
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AT_Music,
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AT_Streaming,
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AT_SoundEffect
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};
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extern char *theAudioPriorityNames[];
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enum AudioPriority
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{
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AP_LOWEST,
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AP_LOW,
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AP_NORMAL,
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AP_HIGH,
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AP_CRITICAL
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};
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extern char *theSoundTypeNames[];
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enum SoundType
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{
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ST_UI = 0x0001,
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ST_WORLD = 0x0002,
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ST_SHROUDED = 0x0004,
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ST_GLOBAL = 0x0008,
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ST_VOICE = 0x0010,
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ST_PLAYER = 0x0020,
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ST_ALLIES = 0x0040,
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ST_ENEMIES = 0x0080,
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ST_EVERYONE = 0x0100,
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};
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extern char *theAudioControlNames[];
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enum AudioControl
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{
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AC_LOOP = 0x0001,
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AC_RANDOM = 0x0002,
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AC_ALL = 0x0004,
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AC_POSTDELAY = 0x0008,
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AC_INTERRUPT = 0x0010,
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};
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struct AudioEventInfo : public MemoryPoolObject
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AudioEventInfo, "AudioEventInfo" )
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public:
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AsciiString m_audioName; // This name matches the name of the AudioEventRTS
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AsciiString m_filename; // For music tracks, this is the filename of the track
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Real m_volume; // Desired volume of this audio
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Real m_volumeShift; // Desired volume shift of the audio
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Real m_minVolume; // Clamped minimum value, useful when muting sound effects
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Real m_pitchShiftMin; // minimum pitch shift value
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Real m_pitchShiftMax; // maximum pitch shift value
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Int m_delayMin; // minimum delay before we'll fire up another one of these
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Int m_delayMax; // maximum delay before we'll fire up another one of these
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Int m_limit; // Limit to the number of these sounds that can be fired up simultaneously
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Int m_loopCount; // number of times to loop this sound
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AudioPriority m_priority; // Priority of this sound
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UnsignedInt m_type; // Type of sound
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UnsignedInt m_control; // control of sound
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std::vector<AsciiString> m_soundsMorning; // Sounds to play in the wee hours of the morning
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std::vector<AsciiString> m_sounds; // Default sounds to play
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std::vector<AsciiString> m_soundsNight; // Sounds to play at night
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std::vector<AsciiString> m_soundsEvening; // Sounds to play in the evening
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std::vector<AsciiString> m_attackSounds;
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std::vector<AsciiString> m_decaySounds;
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Real m_lowPassFreq; // When performing low pass filters, what is the maximum frequency heard, expressed as a percentage?
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Real m_minDistance; // less than this distance and the sound behaves as though it is at minDistance
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Real m_maxDistance; // greater than this distance and the sound behaves as though it is muted
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AudioType m_soundType; // This should be either Music, Streaming or SoundEffect
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static const FieldParse m_audioEventInfo[]; ///< the parse table for INI definition
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const FieldParse *getFieldParse( void ) const { return m_audioEventInfo; }
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};
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#endif /* _H_AUDIOEVENTINFO_ */
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