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CnC_Renegade/Code/Tools/LevelEdit/SoundNode.cpp

594 lines
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C++

/*
** 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 : LevelEdit *
* *
* $Archive:: /Commando/Code/Tools/LevelEdit/SoundNode.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 7/16/01 5:58p $*
* *
* $Revision:: 14 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "soundnode.h"
#include "sceneeditor.h"
#include "filemgr.h"
#include "_assetmgr.h"
#include "editorassetmgr.h"
#include "w3d_file.h"
#include "cameramgr.h"
#include "collisiongroups.h"
#include "persistfactory.h"
#include "editorchunkids.h"
#include "preset.h"
#include "sound3d.h"
#include "soundsettingspage.h"
#include "nodeinfopage.h"
#include "positionpage.h"
#include "editorpropsheet.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factories
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<SoundNodeClass, CHUNKID_NODE_NEW_SOUND> _NewSoundNodePersistFactory;
class SoundNodePersistFactoryClass : public SimplePersistFactoryClass<SoundNodeClass, CHUNKID_NODE_OLD_SOUND>
{
public:
PersistClass * Load (ChunkLoadClass &cload) const
{
SoundNodeClass * new_obj = new SoundNodeClass;
SoundNodeClass * old_obj = NULL;
//
// Load the object's old pointer
//
cload.Open_Chunk();
WWASSERT(cload.Cur_Chunk_ID() == SIMPLEFACTORY_CHUNKID_OBJPOINTER);
cload.Read(&old_obj,sizeof(SoundNodeClass *));
cload.Close_Chunk();
//
// Load the sound node object using a legacy load
//
cload.Open_Chunk();
WWASSERT(cload.Cur_Chunk_ID() == SIMPLEFACTORY_CHUNKID_OBJDATA);
new_obj->Use_Legacy_Load (true);
new_obj->Load(cload);
cload.Close_Chunk();
SaveLoadSystemClass::Register_Pointer(old_obj,new_obj);
return new_obj;
}
};
SoundNodePersistFactoryClass _LegacySoundNodePersistFactory;
//////////////////////////////////////////////////////////////////////////////
// Save/load constants
//////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_BASE_CLASS = 0x07160304,
CHUNKID_INSTANCE_SETTINGS
};
//////////////////////////////////////////////////////////////////////////////
//
// SoundNodeClass
//
//////////////////////////////////////////////////////////////////////////////
SoundNodeClass::SoundNodeClass (PresetClass *preset)
: PhysObj (NULL),
SoundObj (NULL),
Sphere (NULL),
OverridePreset (false),
UseLegacyLoad (false),
NodeClass (preset)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// SoundNodeClass
//
//////////////////////////////////////////////////////////////////////////////
SoundNodeClass::SoundNodeClass (const SoundNodeClass &src)
: PhysObj (NULL),
SoundObj (NULL),
Sphere (NULL),
OverridePreset (false),
UseLegacyLoad (false),
NodeClass (NULL)
{
*this = src;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// ~SoundNodeClass
//
//////////////////////////////////////////////////////////////////////////////
SoundNodeClass::~SoundNodeClass (void)
{
Remove_From_Scene ();
Release_Sound ();
MEMBER_RELEASE (PhysObj);
MEMBER_RELEASE (Sphere);
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Release_Sound
//
//////////////////////////////////////////////////////////////////////////////
void
SoundNodeClass::Release_Sound (void)
{
if (SoundObj != NULL) {
SoundObj->Remove_From_Scene ();
SoundObj->Stop ();
SoundObj->Release_Ref ();
SoundObj = NULL;
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Initialize
//
// Note: This may be called more than once. It is used as an 'initialize'
// and a 're-initialize'.
//
//////////////////////////////////////////////////////////////////////////////
void
SoundNodeClass::Initialize (void)
{
//
// Start fresh
//
Show_Attenuation_Spheres (false);
Release_Sound ();
MEMBER_RELEASE (PhysObj);
AudibleSoundDefinitionClass *definition = NULL;
definition = static_cast<AudibleSoundDefinitionClass *> (m_Preset->Get_Definition ());
if ( definition != NULL &&
::SuperClassID_From_ClassID (definition->Get_Class_ID ()) == CLASSID_SOUND)
{
//
// Copy the preset's settings to our instance (if necessary)
//
if (OverridePreset == false) {
InstanceSettings.Set_Volume (definition->Get_Volume ());
InstanceSettings.Set_DropOff_Radius (definition->Get_DropOff_Radius ());
InstanceSettings.Set_Start_Offset (definition->Get_Start_Offset ());
InstanceSettings.Set_Pitch_Factor (definition->Get_Pitch_Factor ());
InstanceSettings.Set_Max_Vol_Radius (definition->Get_Max_Vol_Radius ());
}
//
// Create the render object this tile depends on
//
RenderObjClass *render_obj = ::Create_Render_Obj ("SPEAKER");
WWASSERT (render_obj != NULL);
if (render_obj != NULL) {
// Create the new physics object
PhysObj = new DecorationPhysClass;
//
// Configure the physics object with information about
// its new render object and collision data.
//
PhysObj->Set_Model (render_obj);
PhysObj->Set_Transform (Matrix3D(1));
PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
PhysObj->Peek_Model ()->Set_Collision_Type (COLLISION_TYPE_6);
PhysObj->Set_Transform (m_Transform);
//
// Release our hold on the render object pointer
//
MEMBER_RELEASE (render_obj);
//
// Create the sound object
//
Update_Sound ();
//
// Update the position and orientation
//
Set_Transform (m_Transform);
}
}
//
// Make sure the attenuation spheres are correctly displayed
//
Show_Attenuation_Spheres (::Get_Scene_Editor ()->Are_Sound_Spheres_Displayed ());
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
SoundNodeClass::Get_Factory (void) const
{
return _NewSoundNodePersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const SoundNodeClass &
SoundNodeClass::operator= (const SoundNodeClass &src)
{
NodeClass::operator= (src);
return *this;
}
//////////////////////////////////////////////////////////////////////
//
// Add_To_Scene
//
//////////////////////////////////////////////////////////////////////
void
SoundNodeClass::Add_To_Scene (void)
{
if (SoundObj != NULL && SoundObj->Is_In_Scene () == false) {
SoundObj->Add_To_Scene ();
}
if (Sphere != NULL) {
Sphere->Display_Around_Node (*this);
}
NodeClass::Add_To_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Remove_From_Scene
//
//////////////////////////////////////////////////////////////////////
void
SoundNodeClass::Remove_From_Scene (void)
{
if (SoundObj != NULL && SoundObj->Is_In_Scene ()) {
SoundObj->Stop ();
SoundObj->Remove_From_Scene ();
}
if (Sphere != NULL) {
Sphere->Remove_From_Scene ();
}
NodeClass::Remove_From_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Pre_Export
//
//////////////////////////////////////////////////////////////////////
void
SoundNodeClass::Pre_Export (void)
{
Add_Ref ();
if (PhysObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Remove_Object (PhysObj);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Post_Export
//
//////////////////////////////////////////////////////////////////////
void
SoundNodeClass::Post_Export (void)
{
if (PhysObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Add_Dynamic_Object (PhysObj);
}
Release_Ref ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Show_Attenuation_Spheres
//
//////////////////////////////////////////////////////////////////////
void
SoundNodeClass::Show_Attenuation_Spheres (bool onoff)
{
if (onoff && Sphere == NULL) {
Sphere = new AttenuationSphereClass;
Sphere->Display_Around_Node (*this);
Sphere->Set_Opacity (0.25F);
Sphere->Set_Radius (Get_Attenuation_Radius ());
//
// Determine what color to make the sphere
//
if (m_Preset != NULL && m_Preset->Get_Definition () != NULL) {
AudibleSoundDefinitionClass *definition = NULL;
definition = static_cast<AudibleSoundDefinitionClass *> (m_Preset->Get_Definition ());
if (::SuperClassID_From_ClassID (definition->Get_Class_ID ()) == CLASSID_SOUND) {
Sphere->Set_Color (definition->Get_Sphere_Color ());
}
} else {
Sphere->Set_Color (Vector3 (0, 0.75F, 0.75F));
}
} else if (onoff == false && Sphere != NULL) {
Sphere->Remove_From_Scene ();
MEMBER_RELEASE (Sphere);
}
return ;
}
/////////////////////////////////////////////////////////////////
//
// Set_ID
//
/////////////////////////////////////////////////////////////////
void
SoundNodeClass::Set_ID (uint32 id)
{
NodeClass::Set_ID (id);
if (SoundObj != NULL) {
SoundObj->Set_ID (m_ID);
}
return ;
}
/////////////////////////////////////////////////////////////////
//
// Update_Sound
//
/////////////////////////////////////////////////////////////////
void
SoundNodeClass::Update_Sound (void)
{
if (m_Preset == NULL) {
return ;
}
//
// Dig the definition out of the preset
//
AudibleSoundDefinitionClass *definition = NULL;
definition = static_cast<AudibleSoundDefinitionClass *> (m_Preset->Get_Definition ());
if (definition == NULL) {
return ;
}
//
// Start fresh
//
Release_Sound ();
//
// Make sure we 'get' all the assets locally that we need
// for the preset.
//
m_Preset->Load_All_Assets ();
//
// Setup the current directory so the file system can find the sound
// file we are about to load.
//
CString full_path = ::Get_File_Mgr ()->Make_Full_Path (definition->Get_Filename ());
CString path_only = ::Strip_Filename_From_Path (full_path);
::Set_Current_Directory (path_only);
//
// Create and initialize the sound object
//
SoundObj = (AudibleSoundClass *)definition->Create ();
if (SoundObj != NULL) {
SoundObj->Set_Transform (m_Transform);
SoundObj->Set_ID (m_ID);
//
// Make sure the sound object is 'static'
//
Sound3DClass *sound3d = SoundObj->As_Sound3DClass ();
if (sound3d != NULL) {
sound3d->Make_Static (true);
}
//
// Override the preset settings with our instance settings
//
if (OverridePreset) {
SoundObj->Set_Volume (InstanceSettings.Get_Volume ());
SoundObj->Set_DropOff_Radius (InstanceSettings.Get_DropOff_Radius ());
SoundObj->Set_Start_Offset (InstanceSettings.Get_Start_Offset ());
SoundObj->Set_Pitch_Factor (InstanceSettings.Get_Pitch_Factor ());
if (sound3d != NULL) {
sound3d->Set_Max_Vol_Radius (InstanceSettings.Get_Max_Vol_Radius ());
}
}
//
// Add the sound to the scene (if necessary)
//
if (In_Scene ()) {
SoundObj->Add_To_Scene ();
}
} else {
WWDEBUG_SAY (("Unable to create sound object for preset %s\r\n", definition->Get_Name ()));
}
return ;
}
/////////////////////////////////////////////////////////////////
//
// Show_Settings_Dialog
//
/////////////////////////////////////////////////////////////////
bool
SoundNodeClass::Show_Settings_Dialog (void)
{
NodeInfoPageClass info_tab (this);
PositionPageClass pos_tab (this);
//
// Display the settings tab for instance overrides
//
SoundSettingsPageClass settings_tab;
settings_tab.Set_Definition (&InstanceSettings);
//
// Add each tab to the property sheet
//
EditorPropSheetClass prop_sheet;
prop_sheet.Add_Page (&info_tab);
prop_sheet.Add_Page (&pos_tab);
prop_sheet.Add_Page (&settings_tab);
//
// Show the property sheet
//
UINT ret_code = prop_sheet.DoModal ();
if (ret_code == IDOK) {
OverridePreset = true;
Update_Sound ();
}
// Return true if the user clicked OK
return (ret_code == IDOK);
}
/////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////
bool
SoundNodeClass::Save (ChunkSaveClass &csave)
{
//
// Save the base class
//
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
NodeClass::Save (csave);
csave.End_Chunk ();
//
// Save the parent class
//
if (OverridePreset) {
csave.Begin_Chunk (CHUNKID_INSTANCE_SETTINGS);
InstanceSettings.Save (csave);
csave.End_Chunk ();
}
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////
bool
SoundNodeClass::Load (ChunkLoadClass &cload)
{
//
// Go straight to the base class if we need to suport
// legacy loads
//
if (UseLegacyLoad) {
return NodeClass::Load (cload);
}
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_BASE_CLASS:
NodeClass::Load (cload);
break;
case CHUNKID_INSTANCE_SETTINGS:
InstanceSettings.Load (cload);
OverridePreset = true;
break;
}
cload.Close_Chunk ();
}
return true;
}