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