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CnC_Renegade/Code/WWAudio/Sound3D.h

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/*
** 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/Sound3D.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/28/01 8:57a $*
* *
* $Revision:: 14 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __SOUND3DOBJ_H
#define __SOUND3DOBJ_H
#include "AudibleSound.H"
#include "mempool.h"
/////////////////////////////////////////////////////////////////////////////////
//
// Sound3DClass
//
// Class defining a 3D sound. A 3D sound uses position and velocity information
// to determine volume/panning/doppler etc.
//
// A 3D sound should be added to the SoundScene rather than explicitly played. The
// SoundScene will determine when a 3D sound is 'in range' and play it...
//
class Sound3DClass : public AudibleSoundClass
{
public:
//////////////////////////////////////////////////////////////////////
// Friend classes
//////////////////////////////////////////////////////////////////////
friend class SoundSceneClass;
//////////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////////
Sound3DClass (const Sound3DClass &src);
Sound3DClass (void);
virtual ~Sound3DClass (void);
//////////////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////////////
const Sound3DClass &operator= (const Sound3DClass &src);
//////////////////////////////////////////////////////////////////////
// Identification methods
//////////////////////////////////////////////////////////////////////
virtual SOUND_CLASSID Get_Class_ID (void) const { return CLASSID_3D; }
virtual void Make_Static (bool is_static = true) { m_IsStatic = is_static; }
virtual bool Is_Static (void) const { return m_IsStatic; }
//////////////////////////////////////////////////////////////////////
// Conversion methods
//////////////////////////////////////////////////////////////////////
virtual Sound3DClass * As_Sound3DClass (void) { return this; }
//////////////////////////////////////////////////////////////////////
// State control methods
//////////////////////////////////////////////////////////////////////
virtual bool Play (bool alloc_handle = true);
//////////////////////////////////////////////////////////////////////
// Priority control
//////////////////////////////////////////////////////////////////////
virtual float Get_Priority (void) const { if (m_IsCulled) return 0; return m_Priority; }
//////////////////////////////////////////////////////////////////////
// Scene integration
//////////////////////////////////////////////////////////////////////
virtual void Add_To_Scene (bool start_playing = true);
virtual void Remove_From_Scene (void);
//////////////////////////////////////////////////////////////////////
// Position/direction methods
//////////////////////////////////////////////////////////////////////
virtual void Set_Position (const Vector3 &position);
virtual Vector3 Get_Position (void) const { return m_Transform.Get_Translation (); }
virtual void Set_Listener_Transform (const Matrix3D &tm);
virtual void Set_Transform (const Matrix3D &transform);
virtual Matrix3D Get_Transform (void) const { return m_Transform; }
void Update_Miles_Transform (void);
//////////////////////////////////////////////////////////////////////
// Velocity methods
//////////////////////////////////////////////////////////////////////
//
// The velocity settings are in meters per millisecond.
//
virtual void Set_Velocity (const Vector3 &velocity);
virtual Vector3 Get_Velocity (void) const { return m_CurrentVelocity; }
virtual void Get_Velocity (Vector3 &velocity) const { velocity = m_CurrentVelocity; }
virtual void Auto_Calc_Velocity (bool autocalc = true) { m_bAutoCalcVel = autocalc; }
virtual bool Is_Auto_Calc_Velocity_On (void) const { return m_bAutoCalcVel; }
//////////////////////////////////////////////////////////////////////
// Attenuation settings
//////////////////////////////////////////////////////////////////////
//
// The maximum-volume radius is the distance from the sound-emitter where
// it seems as loud as it is going to get. Volume does not increase after this
// point. Volume is linerally interpolated from the DropOff distance to the MaxVol
// distance. For some objects (like an airplane) the max-vol distance is
// not 0, but would be 100 or so meters away.
//
virtual void Set_Max_Vol_Radius (float radius = 0);
virtual float Get_Max_Vol_Radius (void) const { return m_MaxVolRadius; }
//
// This is the distance where the sound can not be heard any longer. (its vol is 0)
//
virtual void Set_DropOff_Radius (float radius = 1);
virtual float Get_DropOff_Radius () {return(m_DropOffRadius);}
// From PersistClass
const PersistFactoryClass & Get_Factory (void) const;
//
// From PersistClass
//
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
protected:
//////////////////////////////////////////////////////////////////////
// Handle information
//////////////////////////////////////////////////////////////////////
virtual SoundCullObjClass * Peek_Cullable_Wrapper (void) const { return m_PhysWrapper; }
virtual void Set_Cullable_Wrapper (SoundCullObjClass *obj) { m_PhysWrapper = obj; }
//////////////////////////////////////////////////////////////////////
// Update methods
//////////////////////////////////////////////////////////////////////
virtual bool On_Frame_Update (unsigned int milliseconds = 0);
void Update_Edge_Volume (void);
//////////////////////////////////////////////////////////////////////
// Handle information
//////////////////////////////////////////////////////////////////////
virtual void Set_Miles_Handle (MILES_HANDLE handle);
virtual void Initialize_Miles_Handle (void);
virtual void Allocate_Miles_Handle (void);
//////////////////////////////////////////////////////////////////////
// Event handling
//////////////////////////////////////////////////////////////////////
virtual void On_Loop_End (void);
//////////////////////////////////////////////////////////////////////
// Protected member data
//////////////////////////////////////////////////////////////////////
bool m_IsTransformInitted;
bool m_bAutoCalcVel;
Vector3 m_CurrentVelocity;
float m_MaxVolRadius;
bool m_IsStatic;
unsigned int m_LastUpdate;
};
#endif //__SOUND3DOBJ_H