Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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Generals/Code/GameEngine/Include/Common/GameSounds.h
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Generals/Code/GameEngine/Include/Common/GameSounds.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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//----------------------------------------------------------------------------
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//
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// Westwood Studios Pacific.
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//
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// Confidential Information
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// Copyright (C) 2001 - All Rights Reserved
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//
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//----------------------------------------------------------------------------
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//
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// Project: RTS 3
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//
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// File name: Common/GameSounds.h
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//
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// Created: 5/02/01
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//
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//----------------------------------------------------------------------------
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#pragma once
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#ifndef __COMMON_GAMESOUNDS_H_
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#define __COMMON_GAMESOUNDS_H_
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#include "Common/SubsystemInterface.h"
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#include "Common/GameAudio.h"
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#include "Common/GameType.h"
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// Forward declarations
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class AudioEventRTS;
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class SoundManager : public SubsystemInterface
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{
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public:
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SoundManager();
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virtual ~SoundManager();
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virtual void init( void ); ///< Initializes the sounds system
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virtual void postProcessLoad();
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virtual void update( void ); ///< Services sounds tasks. Called by AudioInterface
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virtual void reset( void ); ///< Reset the sounds system
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virtual void loseFocus( void ); ///< Called when application loses focus
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virtual void regainFocus( void ); ///< Called when application regains focus
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virtual void setListenerPosition( const Coord3D *position ); ///< Set the listener position for map3DSound() calculations
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virtual void setViewRadius( Real viewRadius );///< Sets the radius of the view from the center of the screen in world coordinate units
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virtual void setCameraAudibleDistance( Real audibleDistance );
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virtual Real getCameraAudibleDistance( void );
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virtual void addAudioEvent(AudioEventRTS *eventToAdd); // pre-copied
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virtual void notifyOf2DSampleStart( void );
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virtual void notifyOf3DSampleStart( void );
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virtual void notifyOf2DSampleCompletion( void );
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virtual void notifyOf3DSampleCompletion( void );
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virtual Int getAvailableSamples( void );
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virtual Int getAvailable3DSamples( void );
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// empty string means that this sound wasn't found or some error occurred. CHECK FOR EMPTY STRING.
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virtual AsciiString getFilenameForPlayFromAudioEvent( const AudioEventRTS *eventToGetFrom );
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// called by this class and MilesAudioManager to determine if a sound can still be played
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virtual Bool canPlayNow( AudioEventRTS *event );
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protected:
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virtual Bool violatesVoice( AudioEventRTS *event );
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virtual Bool isInterrupting( AudioEventRTS *event );
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protected:
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UnsignedInt m_num2DSamples;
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UnsignedInt m_num3DSamples;
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UnsignedInt m_numPlaying2DSamples;
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UnsignedInt m_numPlaying3DSamples;
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};
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#endif // __COMMON_GAMESOUNDS_H_
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