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CnC_Renegade/Code/WWAudio/SoundSceneObj.cpp

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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/SoundSceneObj.cpp $*
* *
* $Modtime:: 11/02/01 11:58a $*
* *
* $Revision:: 16 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "SoundSceneObj.h"
#include "camera.h"
#include "rendobj.h"
#include "persistfactory.h"
#include "SoundChunkIDs.h"
#include "utils.h"
//////////////////////////////////////////////////////////////////////////////////
// Save/Load constants
//////////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x03270459,
CHUNKID_BASE_CLASS
};
enum
{
VARID_ATTACHED_OBJ = 0x01,
VARID_ATTACHED_BONE,
VARID_USER_DATA,
VARID_USER_OBJ,
VARID_ID
};
//////////////////////////////////////////////////////////////////////////////////
// Static member initialization
//////////////////////////////////////////////////////////////////////////////////
DynamicVectorClass<SoundSceneObjClass *> SoundSceneObjClass::m_GlobalSoundList;
uint32 SoundSceneObjClass::m_NextAvailableID = SOUND_OBJ_START_ID;
CriticalSectionClass SoundSceneObjClass::m_IDListMutex;
//////////////////////////////////////////////////////////////////////////////////
// Mutex managment
//////////////////////////////////////////////////////////////////////////////////
/*
class HandleMgrClass
{
public:
HandleMgrClass (void) { SoundSceneObjClass::m_IDListMutex = ::CreateMutex (NULL, FALSE, NULL); }
~HandleMgrClass (void) { ::CloseHandle (SoundSceneObjClass::m_IDListMutex); }
};
HandleMgrClass _GlobalMutexHandleMgr;
*/
////////////////////////////////////////////////////////////////////////////////////////////////
//
// SoundSceneObjClass
//
////////////////////////////////////////////////////////////////////////////////////////////////
SoundSceneObjClass::SoundSceneObjClass (void)
: m_Scene (NULL),
m_PhysWrapper (NULL),
m_pCallback (NULL),
m_AttachedObject (NULL),
m_UserData (0),
m_UserObj (NULL),
m_ID (SOUND_OBJ_DEFAULT_ID),
m_RegisteredEvents (AudioCallbackClass::EVENT_NONE)
{
m_ID = m_NextAvailableID ++;
Register_Sound_Object (this);
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// SoundSceneObjClass
//
////////////////////////////////////////////////////////////////////////////////////////////////
SoundSceneObjClass::SoundSceneObjClass (const SoundSceneObjClass &src)
: m_Scene (NULL),
m_PhysWrapper (NULL),
m_pCallback (NULL),
m_AttachedObject (NULL),
m_UserData (0),
m_UserObj (NULL),
m_ID (SOUND_OBJ_DEFAULT_ID),
m_RegisteredEvents (AudioCallbackClass::EVENT_NONE)
{
m_ID = m_NextAvailableID ++;
(*this) = src;
Register_Sound_Object (this);
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// ~SoundSceneObjClass
//
////////////////////////////////////////////////////////////////////////////////////////////////
SoundSceneObjClass::~SoundSceneObjClass (void)
{
Register_Callback (AudioCallbackClass::EVENT_NONE, NULL);
REF_PTR_RELEASE (m_UserObj);
REF_PTR_RELEASE (m_AttachedObject);
Unregister_Sound_Object (this);
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// operator=
//
////////////////////////////////////////////////////////////////////////////////////////////////
const SoundSceneObjClass &
SoundSceneObjClass::operator= (const SoundSceneObjClass &src)
{
m_Scene = src.m_Scene;
m_pCallback = src.m_pCallback;
m_RegisteredEvents = src.m_RegisteredEvents;
Attach_To_Object (src.m_AttachedObject, src.m_AttachedBone);
PersistClass::operator= ((const PersistClass &)src);
return (*this);
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Attach_To_Object
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneObjClass::Attach_To_Object
(
RenderObjClass * render_obj,
const char * bone_name
)
{
REF_PTR_SET (m_AttachedObject, render_obj);
if (m_AttachedObject != NULL && bone_name != NULL) {
m_AttachedBone = m_AttachedObject->Get_Bone_Index (bone_name);
} else {
m_AttachedBone = -1;
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Attach_To_Object
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneObjClass::Attach_To_Object
(
RenderObjClass * render_obj,
int bone_index
)
{
if (m_AttachedObject != render_obj || m_AttachedBone != bone_index) {
//
// Record the attachment
//
REF_PTR_SET (m_AttachedObject, render_obj);
m_AttachedBone = bone_index;
//
// Update the transform
//
Apply_Auto_Position ();
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Apply_Auto_Position
//
//////////////////////////////////////////////////////////////////////////////
void
SoundSceneObjClass::Apply_Auto_Position (void)
{
// If the sound is attached to an object, then update its transform
// based on this link.
if (m_AttachedObject != NULL) {
// Determine which transform to use
Matrix3D transform (1);
if (m_AttachedBone >= 0) {
transform = m_AttachedObject->Get_Bone_Transform (m_AttachedBone);
} else {
transform = m_AttachedObject->Get_Transform ();
//
// Convert the camera's transform to an object transform
//
if (m_AttachedObject->Class_ID () == RenderObjClass::CLASSID_CAMERA) {
Matrix3D cam_to_world (Vector3 (0, 0, -1), Vector3 (-1, 0, 0), Vector3 (0, 1, 0), Vector3 (0, 0, 0));
transform = transform * cam_to_world;
}
}
// Update the sound's transform
Set_Transform (transform);
}
return ;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Save
//
//////////////////////////////////////////////////////////////////////////////////
bool
SoundSceneObjClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
PersistClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
WRITE_MICRO_CHUNK (csave, VARID_ATTACHED_OBJ, m_AttachedObject);
WRITE_MICRO_CHUNK (csave, VARID_ATTACHED_BONE, m_AttachedBone);
WRITE_MICRO_CHUNK (csave, VARID_USER_DATA, m_UserData);
WRITE_MICRO_CHUNK (csave, VARID_USER_OBJ, m_UserObj);
WRITE_MICRO_CHUNK (csave, VARID_ID, m_ID);
csave.End_Chunk ();
return true;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Load
//
//////////////////////////////////////////////////////////////////////////////////
bool
SoundSceneObjClass::Load (ChunkLoadClass &cload)
{
uint32 id = SOUND_OBJ_DEFAULT_ID;
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_BASE_CLASS:
PersistClass::Load (cload);
break;
case CHUNKID_VARIABLES:
{
//
// Read all the variables from their micro-chunks
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK (cload, VARID_ATTACHED_OBJ, m_AttachedObject);
READ_MICRO_CHUNK (cload, VARID_ATTACHED_BONE, m_AttachedBone);
READ_MICRO_CHUNK (cload, VARID_USER_DATA, m_UserData);
READ_MICRO_CHUNK (cload, VARID_USER_OBJ, m_UserObj);
READ_MICRO_CHUNK (cload, VARID_ID, id);
}
cload.Close_Micro_Chunk ();
}
}
break;
}
cload.Close_Chunk ();
}
//
// Set the ID (this will cause the sound object to
// be re-inserted in the master sorted list)
//
if (id != SOUND_OBJ_DEFAULT_ID) {
Set_ID (id);
}
//
// Max sure the next available ID is the largest ID in existence
//
m_NextAvailableID = max (m_NextAvailableID, m_ID + 1);
//
// We need to 'swizzle' the attached object pointer. We saved the pointer's
// value, and need to map it (hopefully) to the new value.
//
if (m_AttachedObject != NULL) {
SaveLoadSystemClass::Request_Ref_Counted_Pointer_Remap ((RefCountClass **)&m_AttachedObject);
}
return true;
}
//////////////////////////////////////////////////////////////////////////////////
//
// On_Frame_Update
//
//////////////////////////////////////////////////////////////////////////////////
bool
SoundSceneObjClass::On_Frame_Update (unsigned int /*milliseconds*/)
{
Apply_Auto_Position ();
return true;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Set_ID
//
//////////////////////////////////////////////////////////////////////////////////
void
SoundSceneObjClass::Set_ID (uint32 id)
{
//
// Remove the sound object from our sorted list
//
Unregister_Sound_Object (this);
//
// Change the sound object's ID
//
m_ID = id;
//
// Reinsert the sound object in our sorted list
//
Register_Sound_Object (this);
return ;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Register_Sound_Object
//
//////////////////////////////////////////////////////////////////////////////////
void
SoundSceneObjClass::Register_Sound_Object (SoundSceneObjClass *sound_obj)
{
int sound_id = sound_obj->Get_ID ();
CriticalSectionClass::LockClass lock(m_IDListMutex);
//
// Special case a non-ID
//
if (sound_id == SOUND_OBJ_DEFAULT_ID) {
m_GlobalSoundList.Insert (0, sound_obj);
} else {
//
// Check to ensure the object isn't already in the list
//
int index = 0;
if (Find_Sound_Object (sound_id, &index) == false) {
//
// Insert the object into the list
//
m_GlobalSoundList.Insert (index, sound_obj);
}
}
return ;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Unregister_Sound_Object
//
//////////////////////////////////////////////////////////////////////////////////
void
SoundSceneObjClass::Unregister_Sound_Object (SoundSceneObjClass *sound_obj)
{
CriticalSectionClass::LockClass lock(m_IDListMutex);
//
// Try to find the object in the list
//
int index = 0;
if (Find_Sound_Object (sound_obj->Get_ID (), &index)) {
//
// Remove the object from the list
//
m_GlobalSoundList.Delete (index);
}
return ;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Find_Sound_Object
//
//////////////////////////////////////////////////////////////////////////////////
bool
SoundSceneObjClass::Find_Sound_Object (uint32 id_to_find, int *index)
{
CriticalSectionClass::LockClass lock(m_IDListMutex);
bool found = false;
(*index) = 0;
int min_index = 0;
int max_index = m_GlobalSoundList.Count () - 1;
//
// Keep looping until we've closed the window of possiblity
//
bool keep_going = (max_index >= min_index);
while (keep_going) {
//
// Calculate what slot we are currently looking at
//
int curr_index = min_index + ((max_index - min_index) / 2);
uint32 curr_id = m_GlobalSoundList[curr_index]->Get_ID ();
//
// Did we find the right slot?
//
if (id_to_find == curr_id) {
(*index) = curr_index;
keep_going = false;
found = true;
} else {
//
// Stop if we've narrowed the window to one entry
//
keep_going = (max_index > min_index);
//
// Move the window to the appropriate side
// of the test index.
//
if (id_to_find < curr_id) {
max_index = curr_index - 1;
(*index) = curr_index;
} else {
min_index = curr_index + 1;
(*index) = curr_index + 1;
}
}
}
return found;
}