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CnC_Renegade/Code/WWAudio/LogicalSound.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 : WWAudio *
* *
* $Archive:: /Commando/Code/WWAudio/LogicalSound.h $Modtime:: 7/01/99 10:18a $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __LOGICAL_SOUND_H
#define __LOGICAL_SOUND_H
#include "SoundSceneObj.H"
#include "BitType.H"
#include "Vector3.H"
#include "Matrix3D.H"
/////////////////////////////////////////////////////////////////////////////////
//
// LogicalSoundClass
//
// This class represents 'logical' sounds that affect gameplay but do not
// actually make an audible sound
//
class LogicalSoundClass : public SoundSceneObjClass
{
public:
//////////////////////////////////////////////////////////////////////
// Public friends
//////////////////////////////////////////////////////////////////////
friend class SoundSceneClass;
//////////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////////
LogicalSoundClass (void);
virtual ~LogicalSoundClass (void);
//////////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
// LogicalSoundClass specific
//////////////////////////////////////////////////////////////////////
virtual bool Is_Single_Shot (void) const { return m_IsSingleShot; }
virtual void Set_Single_Shot (bool single_shot) { m_IsSingleShot = single_shot; }
virtual void Set_Type_Mask (uint32 mask = 0) { m_TypeMask = mask; }
virtual uint32 Get_Type_Mask (void) const { return m_TypeMask; }
virtual float Get_Notify_Delay (void) const { return (float)m_NotifyDelayInMS / 1000.0F; }
virtual void Set_Notify_Delay (float secs) { m_NotifyDelayInMS = uint32(secs * 1000.0F); }
virtual bool Allow_Notify (uint32 timestamp);
virtual uint32 Get_Listener_Timestamp (void) const { return m_OldestListenerTimestamp; }
virtual void Set_Listener_Timestamp (int timestamp) { m_OldestListenerTimestamp = timestamp; }
//////////////////////////////////////////////////////////////////////
// Update methods
//////////////////////////////////////////////////////////////////////
virtual bool On_Frame_Update (unsigned int milliseconds = 0);
//////////////////////////////////////////////////////////////////////
// Position/direction methods
//////////////////////////////////////////////////////////////////////
virtual void Set_Position (const Vector3 &position) { m_Position = position; }
virtual Vector3 Get_Position (void) const { return m_Position; }
virtual void Set_Transform (const Matrix3D &transform) { m_Position = transform.Get_Translation (); }
virtual Matrix3D Get_Transform (void) const { Matrix3D tm(1); tm.Set_Translation (m_Position); return tm; }
//////////////////////////////////////////////////////////////////////
// Culling methods
//////////////////////////////////////////////////////////////////////
virtual void Cull_Sound (bool culled = true) { };
virtual bool Is_Sound_Culled (void) const { return false; };
//////////////////////////////////////////////////////////////////////
// Scene integration
//////////////////////////////////////////////////////////////////////
virtual void Add_To_Scene (bool start_playing = true);
virtual void Remove_From_Scene (void);
//////////////////////////////////////////////////////////////////////
// Attenuation settings
//////////////////////////////////////////////////////////////////////
//
// This is the distance where the sound can not be heard any longer. (its vol is 0)
//
virtual void Set_DropOff_Radius (float radius = 1) { m_DropOffRadius = radius; }
virtual float Get_DropOff_Radius (void) const { return m_DropOffRadius; }
//////////////////////////////////////////////////////////////////////
// From PersistClass
//////////////////////////////////////////////////////////////////////
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
const PersistFactoryClass & Get_Factory (void) const;
protected:
//////////////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////////////
private:
//////////////////////////////////////////////////////////////////////
// Private member data
//////////////////////////////////////////////////////////////////////
float m_DropOffRadius;
bool m_IsSingleShot;
uint32 m_TypeMask;
Vector3 m_Position;
uint32 m_OldestListenerTimestamp;
int m_MaxListeners;
uint32 m_NotifyDelayInMS;
uint32 m_LastNotification;
};
#endif //__LOGICAL_SOUND_H