Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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/*
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** Command & Conquer Generals Zero Hour(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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// FILE: MilesAudioManager.h //////////////////////////////////////////////////////////////////////////
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// MilesAudioManager implementation
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// Author: John K. McDonald, July 2002
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#include "Common/AsciiString.h"
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#include "Common/GameAudio.h"
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#include "MSS/MSS.h"
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class AudioEventRTS;
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enum { MAXPROVIDERS = 64 };
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enum PlayingAudioType
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{
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PAT_Sample,
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PAT_3DSample,
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PAT_Stream,
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PAT_INVALID
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};
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enum PlayingStatus
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{
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PS_Playing,
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PS_Stopped,
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PS_Paused
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};
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enum PlayingWhich
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{
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PW_Attack,
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PW_Sound,
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PW_Decay,
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PW_INVALID
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};
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struct PlayingAudio
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{
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// union
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// {
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HSAMPLE m_sample;
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H3DSAMPLE m_3DSample;
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HSTREAM m_stream;
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// };
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PlayingAudioType m_type;
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volatile PlayingStatus m_status; // This member is adjusted by another running thread.
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AudioEventRTS *m_audioEventRTS;
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void *m_file; // The file that was opened to play this
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Bool m_requestStop;
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Bool m_cleanupAudioEventRTS;
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Int m_framesFaded;
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PlayingAudio() :
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m_type(PAT_INVALID),
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m_audioEventRTS(NULL),
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m_requestStop(false),
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m_cleanupAudioEventRTS(true),
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m_sample(0),
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m_3DSample(0),
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m_stream(0),
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m_framesFaded(0)
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{ }
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};
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struct ProviderInfo
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{
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AsciiString name;
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HPROVIDER id;
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Bool m_isValid;
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};
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struct OpenAudioFile
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{
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AILSOUNDINFO m_soundInfo;
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void *m_file;
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UnsignedInt m_openCount;
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UnsignedInt m_fileSize;
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Bool m_compressed; // if the file was compressed, then we need to free it with a miles function.
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// Note: OpenAudioFile does not own this m_eventInfo, and should not delete it.
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const AudioEventInfo *m_eventInfo; // Not mutable, unlike the one on AudioEventRTS.
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};
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typedef std::hash_map< AsciiString, OpenAudioFile, rts::hash<AsciiString>, rts::equal_to<AsciiString> > OpenFilesHash;
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typedef OpenFilesHash::iterator OpenFilesHashIt;
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class AudioFileCache
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{
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public:
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AudioFileCache();
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// Protected by mutex
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virtual ~AudioFileCache();
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void *openFile( AudioEventRTS *eventToOpenFrom );
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void closeFile( void *fileToClose );
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void setMaxSize( UnsignedInt size );
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// End Protected by mutex
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// Note: These functions should be used for informational purposes only. For speed reasons,
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// they are not protected by the mutex, so they are not guarenteed to be valid if called from
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// outside the audio cache. They should be used as a rough estimate only.
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UnsignedInt getCurrentlyUsedSize() const { return m_currentlyUsedSize; }
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UnsignedInt getMaxSize() const { return m_maxSize; }
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protected:
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void releaseOpenAudioFile( OpenAudioFile *fileToRelease );
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// This function will return TRUE if it was able to free enough space, and FALSE otherwise.
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Bool freeEnoughSpaceForSample(const OpenAudioFile& sampleThatNeedsSpace);
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OpenFilesHash m_openFiles;
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UnsignedInt m_currentlyUsedSize;
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UnsignedInt m_maxSize;
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HANDLE m_mutex;
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const char *m_mutexName;
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};
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class MilesAudioManager : public AudioManager
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{
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public:
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#if defined(_DEBUG) || defined(_INTERNAL)
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virtual void audioDebugDisplay(DebugDisplayInterface *dd, void *, FILE *fp = NULL );
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virtual AudioHandle addAudioEvent( const AudioEventRTS *eventToAdd ); ///< Add an audio event (event must be declared in an INI file)
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#endif
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// from AudioDevice
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virtual void init();
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virtual void postProcessLoad();
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virtual void reset();
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virtual void update();
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MilesAudioManager();
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virtual ~MilesAudioManager();
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virtual void nextMusicTrack( void );
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virtual void prevMusicTrack( void );
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virtual Bool isMusicPlaying( void ) const;
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virtual Bool hasMusicTrackCompleted( const AsciiString& trackName, Int numberOfTimes ) const;
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virtual AsciiString getMusicTrackName( void ) const;
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virtual void openDevice( void );
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virtual void closeDevice( void );
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virtual void *getDevice( void ) { return m_digitalHandle; }
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virtual void stopAudio( AudioAffect which );
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virtual void pauseAudio( AudioAffect which );
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virtual void resumeAudio( AudioAffect which );
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virtual void pauseAmbient( Bool shouldPause );
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virtual void killAudioEventImmediately( AudioHandle audioEvent );
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///< Return whether the current audio is playing or not.
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///< NOTE NOTE NOTE !!DO NOT USE THIS IN FOR GAMELOGIC PURPOSES!! NOTE NOTE NOTE
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virtual Bool isCurrentlyPlaying( AudioHandle handle );
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virtual void notifyOfAudioCompletion( UnsignedInt audioCompleted, UnsignedInt flags );
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virtual PlayingAudio *findPlayingAudioFrom( UnsignedInt audioCompleted, UnsignedInt flags );
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virtual UnsignedInt getProviderCount( void ) const;
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virtual AsciiString getProviderName( UnsignedInt providerNum ) const;
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virtual UnsignedInt getProviderIndex( AsciiString providerName ) const;
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virtual void selectProvider( UnsignedInt providerNdx );
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virtual void unselectProvider( void );
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virtual UnsignedInt getSelectedProvider( void ) const;
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virtual void setSpeakerType( UnsignedInt speakerType );
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virtual UnsignedInt getSpeakerType( void );
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virtual void *getHandleForBink( void );
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virtual void releaseHandleForBink( void );
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virtual void friend_forcePlayAudioEventRTS(const AudioEventRTS* eventToPlay);
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virtual UnsignedInt getNum2DSamples( void ) const;
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virtual UnsignedInt getNum3DSamples( void ) const;
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virtual UnsignedInt getNumStreams( void ) const;
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virtual Bool doesViolateLimit( AudioEventRTS *event ) const;
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virtual Bool isPlayingLowerPriority( AudioEventRTS *event ) const;
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virtual Bool isPlayingAlready( AudioEventRTS *event ) const;
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virtual Bool isObjectPlayingVoice( UnsignedInt objID ) const;
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Bool killLowestPrioritySoundImmediately( AudioEventRTS *event );
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AudioEventRTS* findLowestPrioritySound( AudioEventRTS *event );
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virtual void adjustVolumeOfPlayingAudio(AsciiString eventName, Real newVolume);
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virtual void removePlayingAudio( AsciiString eventName );
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virtual void removeAllDisabledAudio();
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virtual void processRequestList( void );
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virtual void processPlayingList( void );
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virtual void processFadingList( void );
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virtual void processStoppedList( void );
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Bool shouldProcessRequestThisFrame( AudioRequest *req ) const;
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void adjustRequest( AudioRequest *req );
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Bool checkForSample( AudioRequest *req );
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virtual void setHardwareAccelerated(Bool accel);
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virtual void setSpeakerSurround(Bool surround);
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virtual void setPreferredProvider(AsciiString provider) { m_pref3DProvider = provider; }
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virtual void setPreferredSpeaker(AsciiString speakerType) { m_prefSpeaker = speakerType; }
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virtual Real getFileLengthMS( AsciiString strToLoad ) const;
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virtual void closeAnySamplesUsingFile( const void *fileToClose );
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virtual Bool has3DSensitiveStreamsPlaying( void ) const;
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protected:
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// 3-D functions
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virtual void setDeviceListenerPosition( void );
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const Coord3D *getCurrentPositionFromEvent( AudioEventRTS *event );
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Bool isOnScreen( const Coord3D *pos ) const;
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Real getEffectiveVolume(AudioEventRTS *event) const;
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// Looping functions
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Bool startNextLoop( PlayingAudio *looping );
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void playStream( AudioEventRTS *event, HSTREAM stream );
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// Returns the file handle for attachment to the PlayingAudio structure
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void *playSample( AudioEventRTS *event, HSAMPLE sample );
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void *playSample3D( AudioEventRTS *event, H3DSAMPLE sample3D );
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protected:
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void buildProviderList( void );
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void createListener( void );
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void initDelayFilter( void );
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Bool isValidProvider( void );
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void initSamplePools( void );
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void processRequest( AudioRequest *req );
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void playAudioEvent( AudioEventRTS *event );
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void stopAudioEvent( AudioHandle handle );
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void pauseAudioEvent( AudioHandle handle );
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void *loadFileForRead( AudioEventRTS *eventToLoadFrom );
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void closeFile( void *fileRead );
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PlayingAudio *allocatePlayingAudio( void );
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void releaseMilesHandles( PlayingAudio *release );
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void releasePlayingAudio( PlayingAudio *release );
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void stopAllAudioImmediately( void );
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void freeAllMilesHandles( void );
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HSAMPLE getFirst2DSample( AudioEventRTS *event );
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H3DSAMPLE getFirst3DSample( AudioEventRTS *event );
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void adjustPlayingVolume( PlayingAudio *audio );
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void stopAllSpeech( void );
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protected:
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void initFilters( HSAMPLE sample, const AudioEventRTS *eventInfo );
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void initFilters3D( H3DSAMPLE sample, const AudioEventRTS *eventInfo, const Coord3D *pos );
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protected:
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ProviderInfo m_provider3D[MAXPROVIDERS];
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UnsignedInt m_providerCount;
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UnsignedInt m_selectedProvider;
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UnsignedInt m_lastProvider;
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UnsignedInt m_selectedSpeakerType;
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AsciiString m_pref3DProvider;
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AsciiString m_prefSpeaker;
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HDIGDRIVER m_digitalHandle;
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H3DPOBJECT m_listener;
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HPROVIDER m_delayFilter;
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// This is a list of all handles that are forcibly played. They always play as UI sounds.
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std::list<HAUDIO> m_audioForcePlayed;
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// Available handles for play. Note that there aren't handles open in advance for
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// streaming things, only 2-D and 3-D sounds.
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std::list<HSAMPLE> m_availableSamples;
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std::list<H3DSAMPLE> m_available3DSamples;
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// Currently Playing stuff. Useful if we have to preempt it.
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// This should rarely if ever happen, as we mirror this in Sounds, and attempt to
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// keep preemption from taking place here.
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std::list<PlayingAudio *> m_playingSounds;
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std::list<PlayingAudio *> m_playing3DSounds;
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std::list<PlayingAudio *> m_playingStreams;
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// Currently fading stuff. At this point, we just want to let it finish fading, when it is
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// done it should be added to the completed list, then "freed" and the counts should be updated
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// on the next update
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std::list<PlayingAudio *> m_fadingAudio;
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// Stuff that is done playing (either because it has finished or because it was killed)
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// This stuff should be cleaned up during the next update cycle. This includes updating counts
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// in the sound engine
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std::list<PlayingAudio *> m_stoppedAudio;
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AudioFileCache *m_audioCache;
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PlayingAudio *m_binkHandle;
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UnsignedInt m_num2DSamples;
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UnsignedInt m_num3DSamples;
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UnsignedInt m_numStreams;
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#if defined(_DEBUG) || defined(_INTERNAL)
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typedef std::set<AsciiString> SetAsciiString;
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typedef SetAsciiString::iterator SetAsciiStringIt;
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SetAsciiString m_allEventsLoaded;
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void dumpAllAssetsUsed();
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#endif
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};
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