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CnC_Renegade/Code/WWAudio/LogicalSound.cpp

260 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 : WWAudio *
* *
* $Archive:: /Commando/Code/WWAudio/LogicalSound.cpp $Modtime:: 7/02/99 10:18a $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "LogicalSound.H"
#include "WWAudio.H"
#include "SoundScene.H"
#include "SoundChunkIDs.h"
#include "persistfactory.h"
//////////////////////////////////////////////////////////////////////////////////
// Static factories
//////////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<LogicalSoundClass, CHUNKID_LOGICALSOUND> _LogicalSoundPersistFactory;
//////////////////////////////////////////////////////////////////////////////////
// Save/Load constants
//////////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x03270459,
CHUNKID_BASE_CLASS
};
enum
{
VARID_DROP_OFF_RADIUS = 0x01,
VARID_IS_SINGLE_SHOT,
VARID_TYPE_MASK,
VARID_XXX1,
VARID_POSITION,
VARID_MAX_LISTENERS,
VARID_NOTIFY_DELAY,
VARID_LAST_NOTIFY,
};
////////////////////////////////////////////////////////////////////////////////////////////////
//
// LogicalSoundClass
//
////////////////////////////////////////////////////////////////////////////////////////////////
LogicalSoundClass::LogicalSoundClass (void)
: m_DropOffRadius (1),
m_TypeMask (0),
m_Position (0, 0, 0),
m_IsSingleShot (false),
m_OldestListenerTimestamp (0),
m_MaxListeners (0),
m_NotifyDelayInMS (2000),
m_LastNotification (0)
{
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// ~LogicalSoundClass
//
////////////////////////////////////////////////////////////////////////////////////////////////
LogicalSoundClass::~LogicalSoundClass (void)
{
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Add_To_Scene
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
LogicalSoundClass::Add_To_Scene (bool /*start_playing*/)
{
SoundSceneClass *scene = WWAudioClass::Get_Instance ()->Get_Sound_Scene ();
if ((scene != NULL) && (m_Scene == NULL)) {
//
// Add this sound to the culling system
//
m_Scene = scene;
scene->Add_Logical_Sound (this, m_IsSingleShot);
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Remove_From_Scene
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
LogicalSoundClass::Remove_From_Scene (void)
{
if (m_Scene != NULL) {
//
// Remove this sound from the culling system
//
m_Scene->Remove_Logical_Sound (this, m_IsSingleShot);
m_Scene = NULL;
m_PhysWrapper = NULL;
m_LastNotification = 0;
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Allow_Notify
//
////////////////////////////////////////////////////////////////////////////////////////////////
bool
LogicalSoundClass::Allow_Notify (uint32 timestamp)
{
bool retval = false;
if (m_IsSingleShot || timestamp > (m_LastNotification + m_NotifyDelayInMS)) {
retval = true;
m_LastNotification = timestamp;
}
return retval;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// On_Frame_Update
//
////////////////////////////////////////////////////////////////////////////////////////////////
bool
LogicalSoundClass::On_Frame_Update (unsigned int milliseconds)
{
//
// Update the sound's position if its linked to a render object
//
Apply_Auto_Position ();
return SoundSceneObjClass::On_Frame_Update (milliseconds);;
}
/////////////////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
/////////////////////////////////////////////////////////////////////////////////
const PersistFactoryClass &
LogicalSoundClass::Get_Factory (void) const
{
return _LogicalSoundPersistFactory;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Save
//
//////////////////////////////////////////////////////////////////////////////////
bool
LogicalSoundClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
SoundSceneObjClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
WRITE_MICRO_CHUNK (csave, VARID_DROP_OFF_RADIUS, m_DropOffRadius);
WRITE_MICRO_CHUNK (csave, VARID_IS_SINGLE_SHOT, m_IsSingleShot);
WRITE_MICRO_CHUNK (csave, VARID_TYPE_MASK, m_TypeMask);
WRITE_MICRO_CHUNK (csave, VARID_POSITION, m_Position);
WRITE_MICRO_CHUNK (csave, VARID_MAX_LISTENERS, m_MaxListeners);
WRITE_MICRO_CHUNK (csave, VARID_NOTIFY_DELAY, m_NotifyDelayInMS);
WRITE_MICRO_CHUNK (csave, VARID_LAST_NOTIFY, m_LastNotification);
csave.End_Chunk ();
return true;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Load
//
//////////////////////////////////////////////////////////////////////////////////
bool
LogicalSoundClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_BASE_CLASS:
PersistClass::Load (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_DROP_OFF_RADIUS, m_DropOffRadius);
READ_MICRO_CHUNK (cload, VARID_IS_SINGLE_SHOT, m_IsSingleShot);
READ_MICRO_CHUNK (cload, VARID_TYPE_MASK, m_TypeMask);
READ_MICRO_CHUNK (cload, VARID_POSITION, m_Position);
READ_MICRO_CHUNK (cload, VARID_MAX_LISTENERS, m_MaxListeners);
READ_MICRO_CHUNK (cload, VARID_NOTIFY_DELAY, m_NotifyDelayInMS);
READ_MICRO_CHUNK (cload, VARID_LAST_NOTIFY, m_LastNotification);
}
cload.Close_Micro_Chunk ();
}
}
break;
}
cload.Close_Chunk ();
}
return true;
}