/* ** 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 . */ /*********************************************************************************************** *** 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 : LevelEdit * * * * $Archive:: /Commando/Code/Tools/LevelEdit/SoundNode.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 7/16/01 4:49p $* * * * $Revision:: 9 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __SOUND_NODE_H #define __SOUND_NODE_H #include "node.h" #include "vector.h" #include "icons.h" #include "decophys.h" #include "audiblesound.h" #include "AttenuationSphere.h" #include "definitionclassids.h" //////////////////////////////////////////////////////////////////////////// // Forward declarations //////////////////////////////////////////////////////////////////////////// class PresetClass; //////////////////////////////////////////////////////////////////////////// // // SoundNodeClass // //////////////////////////////////////////////////////////////////////////// class SoundNodeClass : public NodeClass { public: ////////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////////// SoundNodeClass (PresetClass *preset = NULL); SoundNodeClass (const SoundNodeClass &src); ~SoundNodeClass (void); ////////////////////////////////////////////////////////////// // Public operators ////////////////////////////////////////////////////////////// const SoundNodeClass &operator= (const SoundNodeClass &src); ////////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////////// // // From PersistClass // virtual const PersistFactoryClass & Get_Factory (void) const; virtual bool Save (ChunkSaveClass &csave); virtual bool Load (ChunkLoadClass &cload); // // RTTI // SoundNodeClass *As_SoundNodeClass (void) { return this; } // // From NodeClass // void Initialize (void); NodeClass * Clone (void) { return new SoundNodeClass (*this); } NODE_TYPE Get_Type (void) const { return NODE_TYPE_SOUND; } int Get_Icon_Index (void) const { return SOUND_ICON; } PhysClass * Peek_Physics_Obj (void) const { return PhysObj; } bool Is_Static (void) const { return false; } bool Can_Be_Rotated_Freely (void) const { return true; } bool Is_Rotation_Restricted (void) const { return false; } void Add_To_Scene (void); void Remove_From_Scene (void); void Set_ID (uint32 id); bool Show_Settings_Dialog (void); bool Is_Attenuation_Sphere_Shown (void) { return (Sphere != NULL); } void Show_Attenuation_Spheres (bool onoff); float Get_Attenuation_Radius (void); void Set_Attenuation_Radius (float radius); // // Load support // void Use_Legacy_Load (bool onoff) { UseLegacyLoad = onoff; } // // Export methods // void Pre_Export (void); void Post_Export (void); // // Notifications // void On_Rotate (void); void On_Translate (void); void On_Transform (void); protected: ////////////////////////////////////////////////////////////////// // Protected methods ////////////////////////////////////////////////////////////////// void Release_Sound (void); void Update_Sound (void); ////////////////////////////////////////////////////////////////// // Protected member data ////////////////////////////////////////////////////////////////// DecorationPhysClass * PhysObj; AudibleSoundClass * SoundObj; AttenuationSphereClass * Sphere; AudibleSoundDefinitionClass InstanceSettings; bool OverridePreset; bool UseLegacyLoad; }; ////////////////////////////////////////////////////////////////// // On_Rotate ////////////////////////////////////////////////////////////////// inline void SoundNodeClass::On_Rotate (void) { if (SoundObj != NULL) { SoundObj->Set_Transform (m_Transform); } if (Sphere != NULL) { Sphere->Set_Transform (m_Transform); } NodeClass::On_Rotate (); return ; } ////////////////////////////////////////////////////////////////// // On_Translate ////////////////////////////////////////////////////////////////// inline void SoundNodeClass::On_Translate (void) { if (SoundObj != NULL) { SoundObj->Set_Transform (m_Transform); } if (Sphere != NULL) { Sphere->Set_Transform (m_Transform); } NodeClass::On_Translate (); return ; } ////////////////////////////////////////////////////////////////// // On_Transform ////////////////////////////////////////////////////////////////// inline void SoundNodeClass::On_Transform (void) { if (SoundObj != NULL) { SoundObj->Set_Transform (m_Transform); } if (Sphere != NULL) { Sphere->Set_Transform (m_Transform); } NodeClass::On_Transform (); return ; } ////////////////////////////////////////////////////////////////// // Get_Attenuation_Radius ////////////////////////////////////////////////////////////////// inline float SoundNodeClass::Get_Attenuation_Radius (void) { return InstanceSettings.Get_DropOff_Radius (); } ////////////////////////////////////////////////////////////////// // Set_Attenuation_Radius ////////////////////////////////////////////////////////////////// inline void SoundNodeClass::Set_Attenuation_Radius (float radius) { if (radius != InstanceSettings.Get_DropOff_Radius ()) { InstanceSettings.Set_DropOff_Radius (radius); Update_Sound (); } return ; } #endif //__SOUND_NODE_H