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CnC_Renegade/Code/Combat/SoundEnvironment.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/SoundEnvironment.h $*
* *
* Author:: Ian Leslie *
* *
* $Modtime:: 4/20/01 7:01p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef SOUNDENVIRONMENT_H
#define SOUNDENVIRONMENT_H
// Includes.
#include "refcount.h"
// Class declarations.
class CameraClass;
class PhysicsSceneClass;
// A simple class that, upon each update, will determine of there is an object vertically
// above the camera (at any height). If so then an amplitude value is attenuated. If, the
// camera is also in an environment zone, then the amplitude is attenuated further. Amplitude
// values are in the range 0..1. This class also uses a small mixing buffer so that amplitude
// changes occur smoothly over time.
class SoundEnvironmentClass : public RefCountClass
{
public:
SoundEnvironmentClass();
~SoundEnvironmentClass();
void Reset();
void Update (PhysicsSceneClass *scene, CameraClass *camera);
float Get_Amplitude() {return (AmplitudeSum / AMPLITUDE_BUFFER_SIZE);}
void Add_User() {UserCount++;} // Call to indicate that you want to start using this object.
void Remove_User() {UserCount--;} // Call to indicate that you no longer need this object.
protected:
enum {
AMPLITUDE_BUFFER_SIZE = 8
};
unsigned UserCount;
unsigned AmplitudeIndex;
float AmplitudeSum;
float *AmplitudeBuffer;
};
#endif // SOUNDENVIRONMENT_H