497 lines
14 KiB
C++
497 lines
14 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : W3DView *
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* *
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* $Archive:: /Commando/Code/Tools/W3DView/SoundEditDialog.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 10/16/00 11:48a $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "soundeditdialog.h"
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#include "soundrobj.h"
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#include "audiblesound.h"
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#include "utils.h"
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#include "sound3d.h"
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#include "playsounddialog.h"
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#include "w3dviewdoc.h"
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#include "datatreeview.h"
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#include "assetmgr.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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//
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// SoundEditDialogClass
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//
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/////////////////////////////////////////////////////////////////////////////
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SoundEditDialogClass::SoundEditDialogClass (CWnd *parent)
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: SoundRObj (NULL),
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CDialog (SoundEditDialogClass::IDD, parent)
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{
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//{{AFX_DATA_INIT(SoundEditDialogClass)
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//}}AFX_DATA_INIT
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// ~SoundEditDialogClass
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//
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/////////////////////////////////////////////////////////////////////////////
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SoundEditDialogClass::~SoundEditDialogClass (void)
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{
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REF_PTR_RELEASE (SoundRObj);
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return;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// DoDataExchange
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SoundEditDialogClass::DoDataExchange (CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(SoundEditDialogClass)
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DDX_Control(pDX, IDC_VOLUME_SLIDER, VolumeSlider);
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DDX_Control(pDX, IDC_PRIORITY_SLIDER, PrioritySlider);
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//}}AFX_DATA_MAP
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return ;
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}
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BEGIN_MESSAGE_MAP(SoundEditDialogClass, CDialog)
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//{{AFX_MSG_MAP(SoundEditDialogClass)
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ON_BN_CLICKED(IDC_BROWSE, OnBrowse)
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ON_BN_CLICKED(IDC_2D_RADIO, On2DRadio)
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ON_BN_CLICKED(IDC_3D_RADIO, On3DRadio)
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ON_BN_CLICKED(IDC_PLAY, OnPlay)
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ON_WM_HSCROLL()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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//
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// SoundEditDialogClass
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//
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/////////////////////////////////////////////////////////////////////////////
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#ifdef _DEBUG
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void SoundEditDialogClass::AssertValid() const
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{
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CDialog::AssertValid();
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}
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void SoundEditDialogClass::Dump(CDumpContext& dc) const
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{
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CDialog::Dump(dc);
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnInitDialog
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//
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/////////////////////////////////////////////////////////////////////////////
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BOOL
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SoundEditDialogClass::OnInitDialog (void)
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{
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CDialog::OnInitDialog ();
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//
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// Create the reneder object if we don't already have one
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//
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if (SoundRObj == NULL) {
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SoundRObj = new SoundRenderObjClass;
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}
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//
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// Choose default settings
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//
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OldName = SoundRObj->Get_Name ();
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bool stop_on_hide = SoundRObj->Get_Flag (SoundRenderObjClass::FLAG_STOP_WHEN_HIDDEN);
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StringClass filename;
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float drop_off_radius = 100;
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float max_vol_radius = 10;
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float priority = 0.5F;
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bool is_3d = true;
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bool is_music = false;
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float loop_count = 1;
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float volume = 1.0F;
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//
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// Get the real settings from the sound object (if we have one)
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//
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AudibleSoundClass *sound = SoundRObj->Peek_Sound ();
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if (sound != NULL) {
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Sound3DClass *sound_3d = sound->As_Sound3DClass ();
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filename = sound->Get_Filename ();
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drop_off_radius = sound->Get_DropOff_Radius ();
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priority = sound->Peek_Priority ();
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is_3d = (sound_3d != NULL);
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is_music = (sound->Get_Type () == AudibleSoundClass::TYPE_MUSIC);
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loop_count = sound->Get_Loop_Count ();
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volume = sound->Get_Volume ();
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if (sound_3d != NULL) {
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max_vol_radius = sound_3d->Get_Max_Vol_Radius ();
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}
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}
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//
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// Fill the edit controls
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//
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SetDlgItemText (IDC_NAME_EDIT, OldName);
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SetDlgItemText (IDC_FILENAME_EDIT, filename);
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//
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// Check the appropriate controls
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//
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SendDlgItemMessage (IDC_INFINITE_LOOPS_CHECK, BM_SETCHECK, (WPARAM)(loop_count == 0));
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SendDlgItemMessage (IDC_3D_RADIO, BM_SETCHECK, (WPARAM)is_3d);
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SendDlgItemMessage (IDC_2D_RADIO, BM_SETCHECK, (WPARAM)(is_3d == false));
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SendDlgItemMessage (IDC_MUSIC_RADIO, BM_SETCHECK, (WPARAM)is_music);
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SendDlgItemMessage (IDC_SOUNDEFFECT_RADIO, BM_SETCHECK, (WPARAM)(is_music == false));
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SendDlgItemMessage (IDC_STOP_WHEN_HIDDEN_CHECK, BM_SETCHECK, (WPARAM)(stop_on_hide));
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//
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// Set up the sliders
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//
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VolumeSlider.SetRange (0, 100);
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PrioritySlider.SetRange (0, 100);
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VolumeSlider.SetPos (int(volume * 100.00F));
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PrioritySlider.SetPos (int(priority * 100.00F));
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//
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// Put the attenuation factors into the edit fields
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//
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::SetDlgItemFloat (m_hWnd, IDC_DROP_OFF_EDIT, drop_off_radius);
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::SetDlgItemFloat (m_hWnd, IDC_MAX_VOL_EDIT, max_vol_radius);
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::SetDlgItemFloat (m_hWnd, IDC_TRIGGER_RADIUS_EDIT, drop_off_radius);
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//
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// Make sure the appropriate controls are enabled/disabled
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//
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Update_Enable_State ();
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return TRUE;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnOK
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SoundEditDialogClass::OnOK (void)
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{
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CString name;
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GetDlgItemText (IDC_NAME_EDIT, name);
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//
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// Early exit if the name isn't valid
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//
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if (name.GetLength () == 0) {
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::MessageBox (m_hWnd, "Invalid object name. Please enter a new name.", "Invalid settings", MB_ICONEXCLAMATION | MB_OK);
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return ;
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}
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//
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// Create a sound definition from the settings on the dialog
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//
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AudibleSoundClass *sound = Create_Sound_Object ();
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AudibleSoundDefinitionClass definition;
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definition.Initialize_From_Sound (sound);
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REF_PTR_RELEASE (sound);
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//
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// Pass the sound definition onto the render object
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//
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SoundRObj->Set_Sound (&definition);
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//
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// Pass the flags onto the render object
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//
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if (SendDlgItemMessage (IDC_STOP_WHEN_HIDDEN_CHECK, BM_GETCHECK) == 1) {
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SoundRObj->Set_Flags (SoundRenderObjClass::FLAG_STOP_WHEN_HIDDEN);
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} else {
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SoundRObj->Set_Flags (0);
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}
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//
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// Name the render object
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//
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SoundRObj->Set_Name (name);
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//
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// Add this sound object to the viewer
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//
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CW3DViewDoc *doc = ::GetCurrentDocument ();
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if (doc != NULL) {
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//
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// Create a new prototype for this emitter and add it to the asset manager
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//
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SoundRenderObjDefClass *definition = new SoundRenderObjDefClass (*SoundRObj);
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SoundRenderObjPrototypeClass *prototype = new SoundRenderObjPrototypeClass (definition);
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//
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// Update the asset manager with the new prototype
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//
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if (OldName.Get_Length () > 0) {
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WW3DAssetManager::Get_Instance()->Remove_Prototype (OldName);
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}
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WW3DAssetManager::Get_Instance()->Add_Prototype (prototype);
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//
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// Add the new object to the data tree
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//
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CDataTreeView *data_tree = doc->GetDataTreeView ();
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data_tree->Refresh_Asset (name, OldName, TypeSound);
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//
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// Display the emitter
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//
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doc->Reload_Displayed_Object ();
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OldName = name;
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}
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CDialog::OnOK ();
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Create_Sound_Object
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//
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/////////////////////////////////////////////////////////////////////////////
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AudibleSoundClass *
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SoundEditDialogClass::Create_Sound_Object (void)
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{
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AudibleSoundClass *sound = NULL;
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//
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// Get the filename
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//
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CString filename;
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GetDlgItemText (IDC_FILENAME_EDIT, filename);
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filename = ::Get_Filename_From_Path (filename);
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//
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// Try to create the sound either as a 3D object or a 2D object
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//
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bool is_3d = bool (SendDlgItemMessage (IDC_3D_RADIO, BM_GETCHECK) == 1);
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if (is_3d) {
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sound = WWAudioClass::Get_Instance ()->Create_3D_Sound (filename);
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} else {
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sound = WWAudioClass::Get_Instance ()->Create_Sound_Effect (filename);
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}
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if (sound != NULL) {
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//
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// Pass the new volume and priority onto the sound
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//
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float priority = ((float)PrioritySlider.GetPos ()) / 100.0F;
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float volume = ((float)VolumeSlider.GetPos ()) / 100.0F;
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sound->Set_Priority (priority);
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sound->Set_Volume (volume);
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//
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// Pass the loop count and type onto the sound
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//
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int loop_count = SendDlgItemMessage (IDC_INFINITE_LOOPS_CHECK, BM_GETCHECK) ? 0 : 1;
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sound->Set_Loop_Count (loop_count);
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bool is_music = bool (SendDlgItemMessage (IDC_MUSIC_RADIO, BM_GETCHECK) == 1);
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sound->Set_Type (is_music ? AudibleSoundClass::TYPE_MUSIC : AudibleSoundClass::TYPE_SOUND_EFFECT);
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//
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// Pass the new drop off and maximum volume radii to the sound
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//
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float drop_off = 0;
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float max_vol = 0;
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if (is_3d) {
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drop_off = ::GetDlgItemFloat (m_hWnd, IDC_DROP_OFF_EDIT);
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max_vol = ::GetDlgItemFloat (m_hWnd, IDC_MAX_VOL_EDIT);
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} else {
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drop_off = ::GetDlgItemFloat (m_hWnd, IDC_TRIGGER_RADIUS_EDIT);
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max_vol = ::GetDlgItemFloat (m_hWnd, IDC_TRIGGER_RADIUS_EDIT);
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}
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sound->Set_DropOff_Radius (drop_off);
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//
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// Only 3D sounds have a maximum volume radius
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//
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if (is_3d) {
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((Sound3DClass *)sound)->Set_Max_Vol_Radius (max_vol);
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}
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}
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return sound;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnBrowse
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SoundEditDialogClass::OnBrowse (void)
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{
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//
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// Determine what filename and path to initially display in the dialog
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//
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CString default_filename;
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CString path;
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if (GetDlgItemText (IDC_FILENAME_EDIT, default_filename) > 0) {
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path = ::Strip_Filename_From_Path (default_filename);
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}
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CFileDialog dialog (TRUE,
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".wav",
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default_filename,
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OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT | OFN_EXPLORER,
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"All Sound Files|*.wav;*.mp3|WAV File (*.wav)|*.wav|MP3 File (*.mp3)|*.mp3||",
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this);
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//
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// Set the path, so it opens in the correct directory
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//
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dialog.m_ofn.lpstrInitialDir = path;
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//
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// Ask the user what new sound file to use
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//
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if (dialog.DoModal () == IDOK) {
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//
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// Put the selected filename into the dialog control
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//
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SetDlgItemText (IDC_FILENAME_EDIT, ::Get_Filename_From_Path (dialog.GetPathName ()));
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// On2DRadio
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SoundEditDialogClass::On2DRadio (void)
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{
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Update_Enable_State ();
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// On3DRadio
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SoundEditDialogClass::On3DRadio (void)
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{
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Update_Enable_State ();
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Update_Enable_State
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SoundEditDialogClass::Update_Enable_State (void)
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{
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bool enable_3d = (SendDlgItemMessage (IDC_3D_RADIO, BM_GETCHECK) == 1);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_MAX_VOL_EDIT), enable_3d);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_DROP_OFF_EDIT), enable_3d);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_TRIGGER_RADIUS_EDIT), !enable_3d);
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnPlay
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SoundEditDialogClass::OnPlay (void)
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{
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//
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// Get the current filename
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//
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CString filename;
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GetDlgItemText (IDC_FILENAME_EDIT, filename);
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//
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// Show the 'play sound' dialog
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//
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PlaySoundDialogClass dialog (filename, this);
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dialog.DoModal ();
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnCancel
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SoundEditDialogClass::OnCancel (void)
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{
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CDialog::OnCancel ();
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return ;
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}
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