Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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Generals/Code/GameEngine/Include/Common/AudioSettings.h
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Generals/Code/GameEngine/Include/Common/AudioSettings.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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// EA Pacific
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// John McDonald, Jr
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// Do not distribute
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#pragma once
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#ifndef _AUDIOSETTINGS_H_
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#define _AUDIOSETTINGS_H_
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#include "Common/AsciiString.h"
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enum { MAX_HW_PROVIDERS = 4 };
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struct AudioSettings
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{
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AsciiString m_audioRoot;
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AsciiString m_soundsFolder;
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AsciiString m_musicFolder;
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AsciiString m_streamingFolder;
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AsciiString m_soundsExtension;
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Bool m_useDigital;
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Bool m_useMidi;
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Int m_outputRate;
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Int m_outputBits;
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Int m_outputChannels;
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Int m_sampleCount2D;
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Int m_sampleCount3D;
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Int m_streamCount;
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Int m_globalMinRange;
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Int m_globalMaxRange;
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Int m_drawableAmbientFrames;
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Int m_fadeAudioFrames;
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UnsignedInt m_maxCacheSize;
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Real m_minVolume; // At volumes less than this, the sample will be culled.
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AsciiString m_preferred3DProvider[MAX_HW_PROVIDERS + 1];
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//Defaults actually don't ever get changed!
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Real m_relative2DVolume; //2D volume compared to 3D
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Real m_defaultSoundVolume;
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Real m_default3DSoundVolume;
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Real m_defaultSpeechVolume;
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Real m_defaultMusicVolume;
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UnsignedInt m_defaultSpeakerType2D;
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UnsignedInt m_defaultSpeakerType3D;
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//If you want to change a value, store it somewhere else (like here)
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Real m_preferredSoundVolume;
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Real m_preferred3DSoundVolume;
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Real m_preferredSpeechVolume;
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Real m_preferredMusicVolume;
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//The desired altitude of the microphone to improve panning relative to terrain.
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Real m_microphoneDesiredHeightAboveTerrain;
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//When tracing a line between the ground look-at-point and the camera, we want
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//to ensure a maximum percentage, so the microphone never goes behind the camera.
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Real m_microphoneMaxPercentageBetweenGroundAndCamera;
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//Handles changing sound volume whenever the camera is close to the microphone.
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Real m_zoomMinDistance; //If we're closer than the minimum distance, then apply the full bonus no matter how close.
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Real m_zoomMaxDistance; //The maximum distance from microphone we need to be before benefiting from any bonus.
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//NOTE: The higher this value is, the lower normal sounds will be! If you specify a sound volume value of 25%, then sounds will play
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//between 75% and 100%, not 100% to 125%!
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Real m_zoomSoundVolumePercentageAmount; //The amount of sound volume dedicated to zooming.
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};
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#endif // _AUDIOSETTINGS_H_
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