/* ** 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 : WWAudio * * * * $Archive:: /Commando/Code/WWAudio/SoundScene.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 1/18/02 2:50p $* * * * $Revision:: 34 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "soundscene.h" #include "soundcullobj.h" #include "logicalsound.h" #include "logicallistener.h" #include "chunkio.h" #include "persistfactory.h" #include "wwprofile.h" #include "threads.h" #include "wwmemlog.h" #include "systimer.h" DEFINE_AUTO_POOL(SoundSceneClass::AudibleInfoClass, 64); ////////////////////////////////////////////////////////////////////////////////// // Generic constants ////////////////////////////////////////////////////////////////////////////////// const int MAX_LOGICAL_LISTENER_UPDATES_PER_FRAME = 4; ////////////////////////////////////////////////////////////////////////////////// // Save/Load constants ////////////////////////////////////////////////////////////////////////////////// enum { CHUNKID_VARIABLES = 0x00000100, CHUNKID_STATIC_SOUNDS, CHUNKID_DYNAMIC_SOUNDS }; enum { VARID_MIN_DIM = 0x01, VARID_MAX_DIM, }; //////////////////////////////////////////////////////////////////////////////////////////////// // // SoundSceneClass // //////////////////////////////////////////////////////////////////////////////////////////////// SoundSceneClass::SoundSceneClass (void) : m_Listener (NULL), m_2ndListener (NULL), m_MinExtents (-500, -500, -500), m_MaxExtents (500, 500, 500), m_IsBatchMode (false) { WWMEMLOG(MEM_SOUND); m_Listener = new Listener3DClass; m_DynamicCullingSystem.Re_Partition (m_MinExtents, m_MaxExtents, 100.00F); m_LogicalCullingSystem.Re_Partition (m_MinExtents, m_MaxExtents, 100.00F); m_ListenerCullingSystem.Re_Partition (m_MinExtents, m_MaxExtents, 40.00F); m_StaticCullingSystem.Re_Partition (); return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // ~SoundSceneClass // //////////////////////////////////////////////////////////////////////////////////////////////// SoundSceneClass::~SoundSceneClass (void) { REF_PTR_RELEASE (m_Listener); REF_PTR_RELEASE (m_2ndListener); return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Re_Partition // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Re_Partition ( const Vector3 &min_dimension, const Vector3 &max_dimension ) { m_DynamicCullingSystem.Re_Partition (min_dimension, max_dimension, 100.00F); m_LogicalCullingSystem.Re_Partition (min_dimension, max_dimension, 100.00F); m_ListenerCullingSystem.Re_Partition (min_dimension, max_dimension, 40.00F); m_StaticCullingSystem.Re_Partition (); m_MinExtents = min_dimension; m_MaxExtents = max_dimension; return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Collect_Logical_Sounds // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Collect_Logical_Sounds (int listener_count) { WWPROFILE ("Collect_Logical_Sounds"); uint32 timestamp = TIMEGETTIME (); // // Determine how many listeners to process // int count = listener_count; int max = MAX_LOGICAL_LISTENER_UPDATES_PER_FRAME; if ((count < 0) || (count > max)) { count = max; } PriorityMultiListIterator priority_queue (&m_LogicalListeners); LogicalListenerClass *listener = NULL; // // Loop over as many of the listeners as we want to process this // frame. // for ( int total = 0; total < count && priority_queue.Process_Head (&listener); total ++) { LogicalListenerClass::Set_Oldest_Timestamp (listener->Get_Timestamp ()); listener->Set_Timestamp (LogicalListenerClass::Get_New_Timestamp ()); listener->On_Frame_Update (); // // Collect a list of the sounds this listener can hear. // Vector3 position = listener->Get_Position (); m_LogicalCullingSystem.Reset_Collection (); m_LogicalCullingSystem.Collect_Objects (position); // // Now loop through the list of sounds this listener can hear // and notify their callback. // SoundCullObjClass * cull_obj; for ( cull_obj = m_LogicalCullingSystem.Get_First_Collected_Object(); cull_obj != NULL; cull_obj = m_LogicalCullingSystem.Get_Next_Collected_Object (cull_obj)) { // // Get a pointer to the current 'cull-sound' object. // LogicalSoundClass *sound_obj = (LogicalSoundClass *)cull_obj->Peek_Sound_Obj (); // // Test this sound against the scale associated with the current listener to // see if the listener can really "hear" the sound. // const Vector3 &sound_pos = cull_obj->Get_Bounding_Box ().Center; Vector3 listener_pos = listener->Get_Position (); float dropoff_radius = sound_obj->Get_DropOff_Radius (); float scale = listener->Get_Effective_Scale (); float test_radius2 = (dropoff_radius * scale) * (dropoff_radius * scale); if ((listener_pos - sound_pos).Length2 () <= test_radius2) { // // Is the sound ready to notify? // if (sound_obj->Allow_Notify (timestamp)) { listener->On_Event (AudioCallbackClass::EVENT_LOGICAL_HEARD, (uint32)listener, (uint32)sound_obj); } } } } // // Loop through and remove any single shot sounds that have // been completely processed // MultiListIterator single_shot_it (&m_SingleShotLogicalSounds); for (single_shot_it.First (); !single_shot_it.Is_Done (); single_shot_it.Next ()) { LogicalSoundClass *sound_obj = single_shot_it.Peek_Obj (); // // Remove this sound if its been completely processed // if (sound_obj->Get_Listener_Timestamp () <= LogicalListenerClass::Get_Oldest_Timestamp ()) { sound_obj->Remove_From_Scene (); single_shot_it.Remove_Current_Object (); single_shot_it.Prev (); } } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Collect_Audible_Sounds // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Collect_Audible_Sounds ( Listener3DClass * listener, COLLECTED_SOUNDS &list ) { WWPROFILE ("Collect_Audible_Sounds"); // // Collect a list of the audible dynamic sounds // Vector3 listener_pos = listener->Get_Position (); m_DynamicCullingSystem.Reset_Collection (); m_DynamicCullingSystem.Collect_Objects (listener_pos); // // Collect a list of the audible static sounds // m_StaticCullingSystem.Reset_Collection (); m_StaticCullingSystem.Collect_Objects (listener_pos); // // Loop through all the dynamic sounds that are currently audible and make sure // they are 'really' audible. The culling systems just check bounding boxes // but we need to be able to check attenuation spheres. // SoundCullObjClass * cull_obj = NULL; for ( cull_obj = m_DynamicCullingSystem.Get_First_Collected_Object(); cull_obj != NULL; cull_obj = m_DynamicCullingSystem.Get_Next_Collected_Object(cull_obj)) { // Get a pointer to the current 'cull-sound' object AudibleSoundClass *sound_obj = (AudibleSoundClass *)cull_obj->Peek_Sound_Obj (); // Perform a quick sphere-cull check to make sure this // sound should really be audible Vector3 pos = sound_obj->Get_Position (); float radius = sound_obj->Get_DropOff_Radius (); float radius2 = radius * radius; float length2 = (pos - listener_pos).Length2 (); if (length2 <= radius2) { AudibleInfoClass *audible_info = new AudibleInfoClass (sound_obj, length2); list.Add (audible_info); // // Update this sound's runtime priority based on its distance // from the sound emitter. // float length = (pos - listener_pos).Quick_Length (); float priority = (length > 0) ? 1 - (length / radius) : 1.0F; sound_obj->Set_Runtime_Priority (priority); } } // // Loop through all the static sounds that are currently audible and make sure // they are 'really' audible. The culling systems just check bounding boxes // but we need to be able to check attenuation spheres. // for ( cull_obj = m_StaticCullingSystem.Get_First_Collected_Object(); cull_obj != NULL; cull_obj = m_StaticCullingSystem.Get_Next_Collected_Object(cull_obj)) { AudibleSoundClass *sound_obj = (AudibleSoundClass *)cull_obj->Peek_Sound_Obj (); // Perform a quick sphere-cull check to make sure this // sound should really be audible Vector3 pos = sound_obj->Get_Position (); float radius = sound_obj->Get_DropOff_Radius (); float radius2 = radius * radius; float length2 = (pos - listener_pos).Length2 (); if (length2 <= radius2) { AudibleInfoClass *audible_info = new AudibleInfoClass (sound_obj, length2); list.Add (audible_info); // // Update this sound's runtime priority based on its distance // from the sound emitter. // float length = (pos - listener_pos).Quick_Length (); float priority = (length > 0) ? 1 - (length / radius) : 1.0F; sound_obj->Set_Runtime_Priority (priority); } } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // On_Frame_Update // // Note: This method could be made more efficient by using another data structure besides // linked lists. However the differece may be negligable due to the low density of 3D sounds // that are audible at once. // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::On_Frame_Update (unsigned int milliseconds) { WWPROFILE ("On_Frame_Update"); COLLECTED_SOUNDS auxiliary_sounds; COLLECTED_SOUNDS primary_sounds; // // First, collect any auxiliary sounds that are audible // if (m_2ndListener != NULL) { m_2ndListener->On_Frame_Update (milliseconds); Collect_Audible_Sounds (m_2ndListener, auxiliary_sounds); } // // Update the listener's position/velocity, etc // m_Listener->On_Frame_Update (milliseconds); // // Collect the primary sounds that are audible // Collect_Audible_Sounds (m_Listener, primary_sounds); // // Loop through the auxiliary sounds and make sure // sounds are only played once, either primary or auxiliary. // MultiListIterator aux_iterator (&auxiliary_sounds); MultiListIterator pri_iterator (&primary_sounds); AUDIBLE_SOUND_LIST audible_sounds; for (aux_iterator.First (); !aux_iterator.Is_Done (); aux_iterator.Next ()) { AudibleInfoClass *aux_info = aux_iterator.Peek_Obj (); // // Loop through all the primary sounds and remove any // that are 'overpowered' by the same sound in the // other listener. // bool found = false; for (pri_iterator.First (); !pri_iterator.Is_Done () && !found; pri_iterator.Next ()) { AudibleInfoClass *pri_info = pri_iterator.Peek_Obj (); // // Is this sound in both lists? // found = (aux_info->sound_obj == pri_info->sound_obj); if (found) { if (aux_info->distance2 < pri_info->distance2) { delete pri_info; primary_sounds.Remove (pri_info); } else { delete aux_info; auxiliary_sounds.Remove (aux_info); } } } } // // Add the primary audible sounds into the master list // for (pri_iterator.First (); !pri_iterator.Is_Done (); pri_iterator.Next ()) { AudibleInfoClass *pri_info = pri_iterator.Peek_Obj (); audible_sounds.Add (pri_info->sound_obj); // // Let the sound know what it's listener's position is // pri_info->sound_obj->Set_Listener_Transform (m_Listener->Get_Transform ()); // // Free the audible info object // pri_iterator.Remove_Current_Object (); pri_iterator.Prev (); delete pri_info; } // // Add the auxiliary audible sounds into the master list // for (aux_iterator.First (); !aux_iterator.Is_Done (); aux_iterator.Next ()) { AudibleInfoClass *aux_info = aux_iterator.Peek_Obj (); audible_sounds.Add (aux_info->sound_obj); // // Let the sound know what it's listener's position is // aux_info->sound_obj->Set_Listener_Transform (m_2ndListener->Get_Transform ()); // // Convert the sound to a Pseudo-3D sound that has // a 'tinny' filter applied to it. // /*aux_info.sound_obj->Convert_To_Filtered (); AudibleSoundClass *tinny_sound = aux_info.sound_obj->As_Converted_Format (); if (tinny_sound != NULL) { audible_sounds.Add (tinny_sound); }*/ // // Free the audible info object // aux_iterator.Remove_Current_Object (); aux_iterator.Prev (); delete aux_info; } // // Loop through all the sounds that were audible last frame // and see if they are still audible this frame. // MultiListIterator audible_iterator (&m_LastSoundsAudible); for (audible_iterator.First (); !audible_iterator.Is_Done (); audible_iterator.Next ()) { AudibleSoundClass *sound_obj = audible_iterator.Peek_Obj (); // // Is this sound still audible? // if (audible_sounds.Is_In_List (sound_obj)) { // // Make sure the sound is playing, then remove it from // the newly-audible list so we don't process it again // sound_obj->Cull_Sound (false); audible_sounds.Remove (sound_obj); } else { // // If the sound isn't audible any more then remove // it from the list // audible_iterator.Remove_Current_Object (); audible_iterator.Prev (); // // Make sure we cull the sound // WWASSERT(sound_obj != NULL); sound_obj->Cull_Sound (true); sound_obj->Set_Runtime_Priority (0); } } // // Loop through all the newly-audible sounds and // make sure they are playing. // MultiListIterator newly_audible_it (&audible_sounds); for (newly_audible_it.First (); !newly_audible_it.Is_Done (); newly_audible_it.Next ()) { AudibleSoundClass *sound_obj = newly_audible_it.Peek_Obj (); // // Make sure the sound has a valid Miles handle (so it can make noise) // sound_obj->Cull_Sound (false); // // If this sound is still in the scene (it may have 'stopped' // while it was culled) then start playing it... // if (sound_obj->Is_In_Scene ()) { m_LastSoundsAudible.Add (sound_obj); } } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Add_Sound // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Add_Sound ( AudibleSoundClass * sound_obj, bool start_playing ) { WWPROFILE ("Add_Sound"); WWMEMLOG(MEM_SOUND); WWASSERT (sound_obj != NULL); if (sound_obj != NULL && sound_obj->Is_In_Scene () == false) { bool cull_sound = true; // Create a wrapper object for the sound that we can use // with the different culling systems. SoundCullObjClass *cullable_sound = new SoundCullObjClass; cullable_sound->Set_Sound_Obj (sound_obj); sound_obj->Set_Cullable_Wrapper (cullable_sound); // // Add this object to the dynamic culling system // m_DynamicCullingSystem.Add_Object (cullable_sound); m_DynamicSounds.Add (cullable_sound); Update_Sound (cullable_sound); // // If the listener can hear this sound, then make sure // we start it off non-culled // if (m_IsBatchMode == false) { Vector3 listener_pos = m_Listener->Get_Position (); Vector3 sound_pos = sound_obj->Get_Position (); float radius = sound_obj->Get_DropOff_Radius (); float radius2 = radius * radius; if (((listener_pos - sound_pos).Length2 ()) < radius2) { cull_sound = false; m_LastSoundsAudible.Add (sound_obj); start_playing = true; sound_obj->Set_Listener_Transform (m_Listener->Get_Transform ()); } } // // Make sure the sound is appropriately culled // sound_obj->Cull_Sound (cull_sound); // // Start the sound playing if requested // if (start_playing) { sound_obj->Play (); } } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Remove_Sound // // Note: This method should really be rewritten to use a different list type. Linked lists // are probably too inefficient (especially if we have 100s or 1000s of sounds) // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Remove_Sound ( AudibleSoundClass *sound_obj, bool stop_playing ) { WWPROFILE ("Remove_Sound"); if (sound_obj == NULL) { return ; } // // Make sure we remove this sound from the list of last audible sounds. // if (m_LastSoundsAudible.Is_In_List (sound_obj)) { m_LastSoundsAudible.Remove (sound_obj); } // // Is this sound really in the scene? // SoundCullObjClass *cull_obj = sound_obj->Peek_Cullable_Wrapper (); if (cull_obj != NULL && m_DynamicSounds.Is_In_List (cull_obj)) { // // Stop playing the sound if necessary // if (stop_playing) { sound_obj->Stop (); } // // Flush the sound's cull-wrapper since we are removing it from the scene // sound_obj->Set_Cullable_Wrapper (NULL); // // Remove this sound from the dynamic culling system // m_DynamicCullingSystem.Remove_Object (cull_obj); m_DynamicSounds.Remove (cull_obj); // // Register the sound for deletion at an appropriate time // WWAudioThreadsClass::Add_Delayed_Release_Object (cull_obj); } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Add_Static_Sound // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Add_Static_Sound ( AudibleSoundClass * sound_obj, bool start_playing ) { WWPROFILE ("Add_Static_Sound"); WWASSERT (sound_obj != NULL); if (sound_obj != NULL) { // // Check to see if this sound is already in the scene // SoundCullObjClass *cull_obj = sound_obj->Peek_Cullable_Wrapper (); if (cull_obj == NULL) { // // Create a wrapper object for the sound that we can use // with the different culling systems. // cull_obj = new SoundCullObjClass; cull_obj->Set_Sound_Obj (sound_obj); sound_obj->Set_Cullable_Wrapper (cull_obj); // // Add this object to the static culling system // m_StaticCullingSystem.Add_Object (cull_obj); m_StaticSounds.Add (cull_obj); Update_Sound (cull_obj); // // If the listener can hear this sound, then make sure // we start it off non-culled // bool cull_sound = true; if (m_IsBatchMode == false) { Vector3 listener_pos = m_Listener->Get_Position (); Vector3 sound_pos = sound_obj->Get_Position (); float radius = sound_obj->Get_DropOff_Radius (); float radius2 = radius * radius; if (((listener_pos - sound_pos).Length2 ()) < radius2) { cull_sound = false; m_LastSoundsAudible.Add (sound_obj); start_playing = true; sound_obj->Set_Listener_Transform (m_Listener->Get_Transform ()); } } // // Make sure the sound is appropriately culled // sound_obj->Cull_Sound (cull_sound); // // Start the sound playing if requested // if (start_playing) { sound_obj->Play (); } // // Add a ref to the static sound object // //sound_obj->Add_Ref (); } } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Remove_Static_Sound // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Remove_Static_Sound ( AudibleSoundClass * sound_obj, bool stop_playing ) { WWPROFILE ("Remove_Static_Sound"); if (sound_obj == NULL) { return ; } // // Make sure we remove this sound from the list of last audible sounds. // if (m_LastSoundsAudible.Is_In_List (sound_obj)) { m_LastSoundsAudible.Remove (sound_obj); } // // Is this sound really in the scene? // SoundCullObjClass *cull_obj = sound_obj->Peek_Cullable_Wrapper (); if (cull_obj != NULL && m_StaticSounds.Is_In_List (cull_obj)) { // // Stop playing the sound if necessary // if (stop_playing) { sound_obj->Stop (); } // // Flush the sound's cull-wrapper since we are removing it from the scene // sound_obj->Set_Cullable_Wrapper (NULL); // // Remove this sound from the static culling system // m_StaticCullingSystem.Remove_Object (cull_obj); m_StaticSounds.Remove (cull_obj); // // Register the sound for deletion at an appropriate time // WWAudioThreadsClass::Add_Delayed_Release_Object (cull_obj); } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Add_Logical_Sound // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Add_Logical_Sound ( LogicalSoundClass * sound_obj, bool single_shot ) { WWPROFILE ("Add_Logical_Sound"); WWASSERT (sound_obj != NULL); if (sound_obj != NULL) { // // Check to make sure we don't add this sound twice // if (Is_Logical_Sound_In_Scene (sound_obj, single_shot) == false) { sound_obj->Set_Listener_Timestamp (LogicalListenerClass::Get_Newest_Timestamp ()); // // Create a wrapper object for the sound that we can use // with the different culling systems. // SoundCullObjClass *cullable_sound = new SoundCullObjClass; cullable_sound->Set_Sound_Obj (sound_obj); sound_obj->Set_Cullable_Wrapper (cullable_sound); // // Add this object to the logical culling system // m_LogicalCullingSystem.Add_Object (cullable_sound); // // Add this sound to our current sounds list // if (single_shot) { m_SingleShotLogicalSounds.Add (sound_obj); } else { m_LogicalSounds.Add (sound_obj); } // // Keep a reference on this sound object // sound_obj->Add_Ref (); // // Make sure the cull-object has the most up-to-date information // about this sound object's bounding volume // Update_Sound (cullable_sound); } } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Remove_Logical_Sound // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Remove_Logical_Sound ( LogicalSoundClass * sound_obj, bool single_shot, bool remove_from_list ) { WWPROFILE ("Remove_Logical_Sound"); if (sound_obj == NULL) { return ; } if (single_shot) { // // Only do this if the logical sound is really in our list // if (m_SingleShotLogicalSounds.Is_In_List (sound_obj)) { // // Remove this sound from logical sound list // if (remove_from_list) { m_SingleShotLogicalSounds.Remove (sound_obj); } // // Remove this sound from the culling system // SoundCullObjClass *cull_obj = sound_obj->Peek_Cullable_Wrapper (); m_LogicalCullingSystem.Remove_Object (cull_obj); // // Remove this sound obj's wrapper // sound_obj->Set_Cullable_Wrapper (NULL); WWAudioThreadsClass::Add_Delayed_Release_Object (cull_obj); // // Release our reference on this object // REF_PTR_RELEASE (sound_obj); } } else { // // Only do this if the logical sound is really in our list // if (m_LogicalSounds.Is_In_List (sound_obj)) { // // Remove this sound from logical sound list // if (remove_from_list) { m_LogicalSounds.Remove (sound_obj); } // // Remove this sound from the culling system // SoundCullObjClass *cull_obj = sound_obj->Peek_Cullable_Wrapper (); m_LogicalCullingSystem.Remove_Object (cull_obj); // // Remove this sound obj's wrapper // sound_obj->Set_Cullable_Wrapper (NULL); WWAudioThreadsClass::Add_Delayed_Release_Object (cull_obj); // // Release our reference on this object // REF_PTR_RELEASE (sound_obj); } } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Add_Logical_Listener // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Add_Logical_Listener (LogicalListenerClass *listener_obj) { WWPROFILE ("Add_Logical_Listener"); WWASSERT (listener_obj != NULL); if (listener_obj != NULL) { // // Add the listener to the 'scene' if its in our list // if (m_LogicalListeners.Is_In_List (listener_obj) == false) { listener_obj->Set_Timestamp (LogicalListenerClass::Get_New_Timestamp ()); m_LogicalListeners.Add_Tail (listener_obj); listener_obj->Add_Ref (); } } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Remove_Logical_Listener // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Remove_Logical_Listener (LogicalListenerClass *listener_obj) { WWPROFILE ("Remove_Logical_Listener"); WWASSERT (listener_obj != NULL); if (listener_obj != NULL) { // // Remove the listener from the 'scene' if its in our list // if (m_LogicalListeners.Is_In_List (listener_obj)) { m_LogicalListeners.Remove (listener_obj); listener_obj->Release_Ref (); } } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Update_Sound // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Update_Sound (SoundCullObjClass *sound_obj) { if (sound_obj != NULL) { sound_obj->Set_Cull_Box(sound_obj->Get_Bounding_Box()); } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Initialize // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Initialize (void) { m_Listener->Free_Miles_Handle (); m_Listener->Allocate_Miles_Handle (); return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Is_Sound_In_Scene // //////////////////////////////////////////////////////////////////////////////////////////////// bool SoundSceneClass::Is_Sound_In_Scene (AudibleSoundClass *sound_obj, bool all) { bool retval = false; // // Try to find this sound's cull-object in either the static or dynamic // lists. // SoundCullObjClass *cull_obj = sound_obj->Peek_Cullable_Wrapper (); if (cull_obj != NULL) { retval = (m_DynamicSounds.Is_In_List (cull_obj) || m_StaticSounds.Is_In_List (cull_obj)); } return retval; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Is_Logical_Sound_In_Scene // //////////////////////////////////////////////////////////////////////////////////////////////// bool SoundSceneClass::Is_Logical_Sound_In_Scene ( LogicalSoundClass * sound_obj, bool single_shot ) { bool retval = false; // // Check to see if this sound is in either the continuous list or the single shot list. // if (single_shot == false) { retval = m_LogicalSounds.Is_In_List (sound_obj); } else { retval = m_SingleShotLogicalSounds.Is_In_List (sound_obj); } return retval; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Save_Static // //////////////////////////////////////////////////////////////////////////////////////////////// bool SoundSceneClass::Save_Static (ChunkSaveClass &csave) { csave.Begin_Chunk (CHUNKID_VARIABLES); WRITE_MICRO_CHUNK (csave, VARID_MIN_DIM, m_MinExtents); WRITE_MICRO_CHUNK (csave, VARID_MAX_DIM, m_MaxExtents); csave.End_Chunk (); // // Save the list of static sounds that are currently in the scene // csave.Begin_Chunk (CHUNKID_STATIC_SOUNDS); Save_Static_Sounds (csave); csave.End_Chunk (); return true; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Save_Static_Sounds // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Save_Static_Sounds (ChunkSaveClass &csave) { Re_Partition (m_MinExtents, m_MaxExtents); // // Loop over all the static sounds that are in the scene // and save each to its own chunk. // MultiListIterator static_iterator (&m_StaticSounds); for (static_iterator.First (); !static_iterator.Is_Done (); static_iterator.Next ()) { SoundCullObjClass *cull_obj = static_iterator.Peek_Obj (); // // Get the sound from its cull object // AudibleSoundClass *sound_obj = (AudibleSoundClass *)cull_obj->Peek_Sound_Obj (); if (sound_obj != NULL) { // // Have the sound's factory save it // csave.Begin_Chunk (sound_obj->Get_Factory ().Chunk_ID ()); sound_obj->Get_Factory ().Save (csave, sound_obj); csave.End_Chunk (); } } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Load_Static_Sounds // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Load_Static_Sounds (ChunkLoadClass &cload) { while (cload.Open_Chunk ()) { // // Load this sound from the chunk (if possible) // PersistFactoryClass *factory = SaveLoadSystemClass::Find_Persist_Factory (cload.Cur_Chunk_ID ()); if (factory != NULL) { AudibleSoundClass *sound_obj = (AudibleSoundClass *)factory->Load (cload); if (sound_obj != NULL) { sound_obj->Add_To_Scene (true); REF_PTR_RELEASE (sound_obj); } } cload.Close_Chunk (); } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Load_Static // //////////////////////////////////////////////////////////////////////////////////////////////// bool SoundSceneClass::Load_Static (ChunkLoadClass &cload) { m_IsBatchMode = true; while (cload.Open_Chunk ()) { switch (cload.Cur_Chunk_ID ()) { case CHUNKID_STATIC_SOUNDS: Load_Static_Sounds (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_MIN_DIM, m_MinExtents); READ_MICRO_CHUNK (cload, VARID_MAX_DIM, m_MaxExtents); } cload.Close_Micro_Chunk (); } } break; } cload.Close_Chunk (); } Re_Partition (m_MinExtents, m_MaxExtents); On_Frame_Update (0); m_IsBatchMode = false; return true; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Save_Dynamic // //////////////////////////////////////////////////////////////////////////////////////////////// bool SoundSceneClass::Save_Dynamic (ChunkSaveClass &csave) { return true; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Load_Dynamic // //////////////////////////////////////////////////////////////////////////////////////////////// bool SoundSceneClass::Load_Dynamic (ChunkLoadClass &cload) { return true; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Flush_Scene // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Flush_Scene (void) { RefMultiListClass temp_static; RefMultiListClass temp_dynamic; RefMultiListClass temp_logical; RefMultiListClass temp_single_logical; // // Build temporary lists of the static and dynamic sounds // MultiListIterator static_iterator (&m_StaticSounds); for (static_iterator.First (); !static_iterator.Is_Done (); static_iterator.Next ()) { SoundCullObjClass *cull_obj = static_iterator.Peek_Obj (); temp_static.Add (cull_obj); } MultiListIterator dynamic_iterator (&m_DynamicSounds); for (dynamic_iterator.First (); !dynamic_iterator.Is_Done (); dynamic_iterator.Next ()) { SoundCullObjClass *cull_obj = dynamic_iterator.Peek_Obj (); temp_dynamic.Add (cull_obj); } MultiListIterator logical_iterator (&m_LogicalSounds); for (logical_iterator.First (); !logical_iterator.Is_Done (); logical_iterator.Next ()) { LogicalSoundClass *logical_sound = logical_iterator.Peek_Obj (); temp_logical.Add (logical_sound); } MultiListIterator temp_single_iterator (&m_SingleShotLogicalSounds); for (temp_single_iterator.First (); !temp_single_iterator.Is_Done (); temp_single_iterator.Next ()) { LogicalSoundClass *logical_sound = temp_single_iterator.Peek_Obj (); temp_single_logical.Add (logical_sound); } // // Remove all the static sounds from the scene // RefMultiListIterator temp_static_it (&temp_static); for (temp_static_it.First (); !temp_static_it.Is_Done (); temp_static_it.Next ()) { SoundCullObjClass *cull_obj = temp_static_it.Peek_Obj (); AudibleSoundClass *sound_obj = (AudibleSoundClass *)cull_obj->Peek_Sound_Obj (); if (sound_obj != NULL) { Remove_Static_Sound (sound_obj); } } // // Remove all the dynamic sounds from the scene // RefMultiListIterator temp_dynamic_it (&temp_dynamic); for (temp_dynamic_it.First (); !temp_dynamic_it.Is_Done (); temp_dynamic_it.Next ()) { SoundCullObjClass *cull_obj = temp_dynamic_it.Peek_Obj (); AudibleSoundClass *sound_obj = (AudibleSoundClass *)cull_obj->Peek_Sound_Obj (); if (sound_obj != NULL) { Remove_Sound (sound_obj); } } // // Remove all the logical sounds from the scene // RefMultiListIterator temp_logical_it (&temp_logical); for (temp_logical_it.First (); !temp_logical_it.Is_Done (); temp_logical_it.Next ()) { LogicalSoundClass *logical_sound = temp_logical_it.Peek_Obj (); if (logical_sound != NULL) { logical_sound->Remove_From_Scene (); } } // // Remove all the single shot logical sounds from the scene // RefMultiListIterator temp_single_logical_it (&temp_single_logical); for (temp_single_logical_it.First (); !temp_single_logical_it.Is_Done (); temp_single_logical_it.Next ()) { LogicalSoundClass *logical_sound = temp_single_logical_it.Peek_Obj (); if (logical_sound != NULL) { logical_sound->Remove_From_Scene (); } } return ; } //////////////////////////////////////////////////////////////////////////////////////////////// // // Set_2nd_Listener // //////////////////////////////////////////////////////////////////////////////////////////////// void SoundSceneClass::Set_2nd_Listener (Listener3DClass *listener) { if (m_2ndListener != NULL) { m_2ndListener->On_Removed_From_Scene (); } if (listener != NULL) { listener->On_Added_To_Scene (); } REF_PTR_SET (m_2ndListener, listener); return ; }