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CnC_Renegade/Code/Tools/W3DView/SoundEditDialog.cpp

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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 : W3DView *
* *
* $Archive:: /Commando/Code/Tools/W3DView/SoundEditDialog.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 10/16/00 11:48a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "soundeditdialog.h"
#include "soundrobj.h"
#include "audiblesound.h"
#include "utils.h"
#include "sound3d.h"
#include "playsounddialog.h"
#include "w3dviewdoc.h"
#include "datatreeview.h"
#include "assetmgr.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
//
// SoundEditDialogClass
//
/////////////////////////////////////////////////////////////////////////////
SoundEditDialogClass::SoundEditDialogClass (CWnd *parent)
: SoundRObj (NULL),
CDialog (SoundEditDialogClass::IDD, parent)
{
//{{AFX_DATA_INIT(SoundEditDialogClass)
//}}AFX_DATA_INIT
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// ~SoundEditDialogClass
//
/////////////////////////////////////////////////////////////////////////////
SoundEditDialogClass::~SoundEditDialogClass (void)
{
REF_PTR_RELEASE (SoundRObj);
return;
}
/////////////////////////////////////////////////////////////////////////////
//
// DoDataExchange
//
/////////////////////////////////////////////////////////////////////////////
void
SoundEditDialogClass::DoDataExchange (CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(SoundEditDialogClass)
DDX_Control(pDX, IDC_VOLUME_SLIDER, VolumeSlider);
DDX_Control(pDX, IDC_PRIORITY_SLIDER, PrioritySlider);
//}}AFX_DATA_MAP
return ;
}
BEGIN_MESSAGE_MAP(SoundEditDialogClass, CDialog)
//{{AFX_MSG_MAP(SoundEditDialogClass)
ON_BN_CLICKED(IDC_BROWSE, OnBrowse)
ON_BN_CLICKED(IDC_2D_RADIO, On2DRadio)
ON_BN_CLICKED(IDC_3D_RADIO, On3DRadio)
ON_BN_CLICKED(IDC_PLAY, OnPlay)
ON_WM_HSCROLL()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
//
// SoundEditDialogClass
//
/////////////////////////////////////////////////////////////////////////////
#ifdef _DEBUG
void SoundEditDialogClass::AssertValid() const
{
CDialog::AssertValid();
}
void SoundEditDialogClass::Dump(CDumpContext& dc) const
{
CDialog::Dump(dc);
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
//
// OnInitDialog
//
/////////////////////////////////////////////////////////////////////////////
BOOL
SoundEditDialogClass::OnInitDialog (void)
{
CDialog::OnInitDialog ();
//
// Create the reneder object if we don't already have one
//
if (SoundRObj == NULL) {
SoundRObj = new SoundRenderObjClass;
}
//
// Choose default settings
//
OldName = SoundRObj->Get_Name ();
bool stop_on_hide = SoundRObj->Get_Flag (SoundRenderObjClass::FLAG_STOP_WHEN_HIDDEN);
StringClass filename;
float drop_off_radius = 100;
float max_vol_radius = 10;
float priority = 0.5F;
bool is_3d = true;
bool is_music = false;
float loop_count = 1;
float volume = 1.0F;
//
// Get the real settings from the sound object (if we have one)
//
AudibleSoundClass *sound = SoundRObj->Peek_Sound ();
if (sound != NULL) {
Sound3DClass *sound_3d = sound->As_Sound3DClass ();
filename = sound->Get_Filename ();
drop_off_radius = sound->Get_DropOff_Radius ();
priority = sound->Peek_Priority ();
is_3d = (sound_3d != NULL);
is_music = (sound->Get_Type () == AudibleSoundClass::TYPE_MUSIC);
loop_count = sound->Get_Loop_Count ();
volume = sound->Get_Volume ();
if (sound_3d != NULL) {
max_vol_radius = sound_3d->Get_Max_Vol_Radius ();
}
}
//
// Fill the edit controls
//
SetDlgItemText (IDC_NAME_EDIT, OldName);
SetDlgItemText (IDC_FILENAME_EDIT, filename);
//
// Check the appropriate controls
//
SendDlgItemMessage (IDC_INFINITE_LOOPS_CHECK, BM_SETCHECK, (WPARAM)(loop_count == 0));
SendDlgItemMessage (IDC_3D_RADIO, BM_SETCHECK, (WPARAM)is_3d);
SendDlgItemMessage (IDC_2D_RADIO, BM_SETCHECK, (WPARAM)(is_3d == false));
SendDlgItemMessage (IDC_MUSIC_RADIO, BM_SETCHECK, (WPARAM)is_music);
SendDlgItemMessage (IDC_SOUNDEFFECT_RADIO, BM_SETCHECK, (WPARAM)(is_music == false));
SendDlgItemMessage (IDC_STOP_WHEN_HIDDEN_CHECK, BM_SETCHECK, (WPARAM)(stop_on_hide));
//
// Set up the sliders
//
VolumeSlider.SetRange (0, 100);
PrioritySlider.SetRange (0, 100);
VolumeSlider.SetPos (int(volume * 100.00F));
PrioritySlider.SetPos (int(priority * 100.00F));
//
// Put the attenuation factors into the edit fields
//
::SetDlgItemFloat (m_hWnd, IDC_DROP_OFF_EDIT, drop_off_radius);
::SetDlgItemFloat (m_hWnd, IDC_MAX_VOL_EDIT, max_vol_radius);
::SetDlgItemFloat (m_hWnd, IDC_TRIGGER_RADIUS_EDIT, drop_off_radius);
//
// Make sure the appropriate controls are enabled/disabled
//
Update_Enable_State ();
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnOK
//
/////////////////////////////////////////////////////////////////////////////
void
SoundEditDialogClass::OnOK (void)
{
CString name;
GetDlgItemText (IDC_NAME_EDIT, name);
//
// Early exit if the name isn't valid
//
if (name.GetLength () == 0) {
::MessageBox (m_hWnd, "Invalid object name. Please enter a new name.", "Invalid settings", MB_ICONEXCLAMATION | MB_OK);
return ;
}
//
// Create a sound definition from the settings on the dialog
//
AudibleSoundClass *sound = Create_Sound_Object ();
AudibleSoundDefinitionClass definition;
definition.Initialize_From_Sound (sound);
REF_PTR_RELEASE (sound);
//
// Pass the sound definition onto the render object
//
SoundRObj->Set_Sound (&definition);
//
// Pass the flags onto the render object
//
if (SendDlgItemMessage (IDC_STOP_WHEN_HIDDEN_CHECK, BM_GETCHECK) == 1) {
SoundRObj->Set_Flags (SoundRenderObjClass::FLAG_STOP_WHEN_HIDDEN);
} else {
SoundRObj->Set_Flags (0);
}
//
// Name the render object
//
SoundRObj->Set_Name (name);
//
// Add this sound object to the viewer
//
CW3DViewDoc *doc = ::GetCurrentDocument ();
if (doc != NULL) {
//
// Create a new prototype for this emitter and add it to the asset manager
//
SoundRenderObjDefClass *definition = new SoundRenderObjDefClass (*SoundRObj);
SoundRenderObjPrototypeClass *prototype = new SoundRenderObjPrototypeClass (definition);
//
// Update the asset manager with the new prototype
//
if (OldName.Get_Length () > 0) {
WW3DAssetManager::Get_Instance()->Remove_Prototype (OldName);
}
WW3DAssetManager::Get_Instance()->Add_Prototype (prototype);
//
// Add the new object to the data tree
//
CDataTreeView *data_tree = doc->GetDataTreeView ();
data_tree->Refresh_Asset (name, OldName, TypeSound);
//
// Display the emitter
//
doc->Reload_Displayed_Object ();
OldName = name;
}
CDialog::OnOK ();
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// Create_Sound_Object
//
/////////////////////////////////////////////////////////////////////////////
AudibleSoundClass *
SoundEditDialogClass::Create_Sound_Object (void)
{
AudibleSoundClass *sound = NULL;
//
// Get the filename
//
CString filename;
GetDlgItemText (IDC_FILENAME_EDIT, filename);
filename = ::Get_Filename_From_Path (filename);
//
// Try to create the sound either as a 3D object or a 2D object
//
bool is_3d = bool (SendDlgItemMessage (IDC_3D_RADIO, BM_GETCHECK) == 1);
if (is_3d) {
sound = WWAudioClass::Get_Instance ()->Create_3D_Sound (filename);
} else {
sound = WWAudioClass::Get_Instance ()->Create_Sound_Effect (filename);
}
if (sound != NULL) {
//
// Pass the new volume and priority onto the sound
//
float priority = ((float)PrioritySlider.GetPos ()) / 100.0F;
float volume = ((float)VolumeSlider.GetPos ()) / 100.0F;
sound->Set_Priority (priority);
sound->Set_Volume (volume);
//
// Pass the loop count and type onto the sound
//
int loop_count = SendDlgItemMessage (IDC_INFINITE_LOOPS_CHECK, BM_GETCHECK) ? 0 : 1;
sound->Set_Loop_Count (loop_count);
bool is_music = bool (SendDlgItemMessage (IDC_MUSIC_RADIO, BM_GETCHECK) == 1);
sound->Set_Type (is_music ? AudibleSoundClass::TYPE_MUSIC : AudibleSoundClass::TYPE_SOUND_EFFECT);
//
// Pass the new drop off and maximum volume radii to the sound
//
float drop_off = 0;
float max_vol = 0;
if (is_3d) {
drop_off = ::GetDlgItemFloat (m_hWnd, IDC_DROP_OFF_EDIT);
max_vol = ::GetDlgItemFloat (m_hWnd, IDC_MAX_VOL_EDIT);
} else {
drop_off = ::GetDlgItemFloat (m_hWnd, IDC_TRIGGER_RADIUS_EDIT);
max_vol = ::GetDlgItemFloat (m_hWnd, IDC_TRIGGER_RADIUS_EDIT);
}
sound->Set_DropOff_Radius (drop_off);
//
// Only 3D sounds have a maximum volume radius
//
if (is_3d) {
((Sound3DClass *)sound)->Set_Max_Vol_Radius (max_vol);
}
}
return sound;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnBrowse
//
/////////////////////////////////////////////////////////////////////////////
void
SoundEditDialogClass::OnBrowse (void)
{
//
// Determine what filename and path to initially display in the dialog
//
CString default_filename;
CString path;
if (GetDlgItemText (IDC_FILENAME_EDIT, default_filename) > 0) {
path = ::Strip_Filename_From_Path (default_filename);
}
CFileDialog dialog (TRUE,
".wav",
default_filename,
OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT | OFN_EXPLORER,
"All Sound Files|*.wav;*.mp3|WAV File (*.wav)|*.wav|MP3 File (*.mp3)|*.mp3||",
this);
//
// Set the path, so it opens in the correct directory
//
dialog.m_ofn.lpstrInitialDir = path;
//
// Ask the user what new sound file to use
//
if (dialog.DoModal () == IDOK) {
//
// Put the selected filename into the dialog control
//
SetDlgItemText (IDC_FILENAME_EDIT, ::Get_Filename_From_Path (dialog.GetPathName ()));
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// On2DRadio
//
/////////////////////////////////////////////////////////////////////////////
void
SoundEditDialogClass::On2DRadio (void)
{
Update_Enable_State ();
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// On3DRadio
//
/////////////////////////////////////////////////////////////////////////////
void
SoundEditDialogClass::On3DRadio (void)
{
Update_Enable_State ();
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// Update_Enable_State
//
/////////////////////////////////////////////////////////////////////////////
void
SoundEditDialogClass::Update_Enable_State (void)
{
bool enable_3d = (SendDlgItemMessage (IDC_3D_RADIO, BM_GETCHECK) == 1);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_MAX_VOL_EDIT), enable_3d);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_DROP_OFF_EDIT), enable_3d);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_TRIGGER_RADIUS_EDIT), !enable_3d);
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnPlay
//
/////////////////////////////////////////////////////////////////////////////
void
SoundEditDialogClass::OnPlay (void)
{
//
// Get the current filename
//
CString filename;
GetDlgItemText (IDC_FILENAME_EDIT, filename);
//
// Show the 'play sound' dialog
//
PlaySoundDialogClass dialog (filename, this);
dialog.DoModal ();
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnCancel
//
/////////////////////////////////////////////////////////////////////////////
void
SoundEditDialogClass::OnCancel (void)
{
CDialog::OnCancel ();
return ;
}