228 lines
9.4 KiB
C
228 lines
9.4 KiB
C
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/*
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** Command & Conquer Renegade(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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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWAudio *
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* *
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* $Archive:: /Commando/Code/WWAudio/SoundScene.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 2/07/01 6:10p $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __SOUNDSCENE_H
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#define __SOUNDSCENE_H
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#include "aabtreecull.h"
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#include "gridcull.h"
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#include "listener.h"
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#include "vector.h"
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#include "priorityvector.h"
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#include "soundcullobj.h"
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#include "logicallistener.h"
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#include "multilist.h"
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// Forward declarations
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class RenderObjClass;
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class ChunkSaveClass;
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class ChunkLoadClass;
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Typedefs
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//
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//////////////////////////////////////////////////////////////////////////////////
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typedef TypedGridCullSystemClass<SoundCullObjClass> DynamicSoundCullClass;
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typedef TypedAABTreeCullSystemClass<SoundCullObjClass> StaticSoundCullClass;
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typedef MultiListClass<AudibleSoundClass> AUDIBLE_SOUND_LIST;
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typedef MultiListClass<SoundCullObjClass> SOUND_LIST;
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typedef MultiListClass<LogicalSoundClass> LOGICAL_SOUND_LIST;
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typedef MultiListClass<LogicalListenerClass> LOGICAL_LISTENER_LIST;
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/////////////////////////////////////////////////////////////////////////////////
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//
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// SoundSceneClass
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//
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// Mimics the 'SceneClass' for render objects. Used to insert 3D sounds into
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// a virtual world. Used to efficiently cull sounds that are too far away
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// from the listner to be heard.
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//
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class SoundSceneClass
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{
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public:
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//////////////////////////////////////////////////////////////////////
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// Friend classes
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//////////////////////////////////////////////////////////////////////
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friend class WWAudioClass;
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//////////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////////////
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SoundSceneClass (void);
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virtual ~SoundSceneClass (void);
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//////////////////////////////////////////////////////////////////////
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// Partition methods
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//////////////////////////////////////////////////////////////////////
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virtual void Re_Partition (const Vector3 &min_dimension, const Vector3 &max_dimension);
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//////////////////////////////////////////////////////////////////////
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// Logical sound methods
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//////////////////////////////////////////////////////////////////////
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virtual void Collect_Logical_Sounds (int listener_count = -1);
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//////////////////////////////////////////////////////////////////////
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// Listener methods
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//////////////////////////////////////////////////////////////////////
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virtual void Attach_Listener_To_Obj (RenderObjClass *render_obj, int bone_index = -1) { m_Listener->Attach_To_Object (render_obj, bone_index); }
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virtual void Set_Listener_Position (const Vector3 &pos) { m_Listener->Set_Position (pos); }
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virtual Vector3 Get_Listener_Position (void) const { return m_Listener->Get_Position (); }
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virtual void Set_Listener_Transform (const Matrix3D &transform) { m_Listener->Set_Transform (transform); }
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virtual Matrix3D Get_Listener_Transform (void) const { return m_Listener->Get_Transform (); }
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virtual Listener3DClass *Peek_2nd_Listener (void) const { return m_2ndListener; }
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virtual void Set_2nd_Listener (Listener3DClass *listener);
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//////////////////////////////////////////////////////////////////////
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// Sound insertion
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//////////////////////////////////////////////////////////////////////
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virtual void Flush_Scene (void);
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virtual void Update_Sound (SoundCullObjClass *sound_obj);
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//
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// These methods are for inserting audible-dynamic sounds into the scene.
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//
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virtual void Add_Sound (AudibleSoundClass *sound_obj, bool start_playing = true);
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virtual void Remove_Sound (AudibleSoundClass *sound_obj, bool stop_playing = true);
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//
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// Static sounds are those that will never change position in the world.
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// These sounds can be more efficiently culled.
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//
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virtual void Add_Static_Sound (AudibleSoundClass *sound_obj, bool start_playing = true);
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virtual void Remove_Static_Sound (AudibleSoundClass *sound_obj, bool stop_playing = true);
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//
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// These methods are for inserting logical sounds and listeners into the scene.
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//
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virtual void Add_Logical_Sound (LogicalSoundClass *sound_obj, bool single_shot = false);
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virtual void Remove_Logical_Sound (LogicalSoundClass *sound_obj, bool single_shot = false, bool remove_from_list = true);
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virtual void Add_Logical_Listener (LogicalListenerClass *listener_obj);
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virtual void Remove_Logical_Listener (LogicalListenerClass *listener_obj);
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//////////////////////////////////////////////////////////////////////
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// Save/Load
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//////////////////////////////////////////////////////////////////////
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bool Save_Static (ChunkSaveClass &csave);
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bool Load_Static (ChunkLoadClass &cload);
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bool Save_Dynamic (ChunkSaveClass &csave);
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bool Load_Dynamic (ChunkLoadClass &cload);
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bool Is_Batch_Mode (void) const { return m_IsBatchMode; }
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void Set_Batch_Mode (bool batch_mode) { m_IsBatchMode = batch_mode; }
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//////////////////////////////////////////////////////////////////////
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// Debugging
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//////////////////////////////////////////////////////////////////////
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bool Is_Sound_In_Scene (AudibleSoundClass *sound_obj, bool all = true);
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protected:
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//////////////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////////////
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virtual void On_Frame_Update (unsigned int milliseconds = 0);
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virtual void Initialize (void);
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virtual bool Is_Logical_Sound_In_Scene (LogicalSoundClass *sound_obj, bool single_shot = false);
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// Save/load methods
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virtual void Save_Static_Sounds (ChunkSaveClass &csave);
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virtual void Load_Static_Sounds (ChunkLoadClass &cload);
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//////////////////////////////////////////////////////////////////////
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// Collection methods
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//////////////////////////////////////////////////////////////////////
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class AudibleInfoClass : public MultiListObjectClass, public AutoPoolClass<AudibleInfoClass, 64>
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{
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public:
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AudibleInfoClass (void)
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: sound_obj (NULL),
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distance2 (0) { }
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AudibleInfoClass (AudibleSoundClass *obj, float dist2)
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: sound_obj (obj),
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distance2 (dist2) { }
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AudibleSoundClass * sound_obj;
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float distance2;
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};
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typedef MultiListClass<AudibleInfoClass> COLLECTED_SOUNDS;
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virtual void Collect_Audible_Sounds (Listener3DClass *listener, COLLECTED_SOUNDS &list);
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private:
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//////////////////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////////////////
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Listener3DClass * m_Listener;
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Listener3DClass * m_2ndListener;
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AUDIBLE_SOUND_LIST m_LastSoundsAudible;
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SOUND_LIST m_DynamicSounds;
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SOUND_LIST m_StaticSounds;
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LOGICAL_SOUND_LIST m_LogicalSounds;
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LOGICAL_SOUND_LIST m_SingleShotLogicalSounds;
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LOGICAL_LISTENER_LIST m_LogicalListeners;
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DynamicSoundCullClass m_ListenerCullingSystem;
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DynamicSoundCullClass m_LogicalCullingSystem;
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DynamicSoundCullClass m_DynamicCullingSystem;
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StaticSoundCullClass m_StaticCullingSystem;
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Vector3 m_MinExtents;
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Vector3 m_MaxExtents;
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bool m_IsBatchMode;
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};
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#endif //__SOUNDSCENE_H
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