294 lines
8.9 KiB
C++
294 lines
8.9 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 : WWAudio *
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* *
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* $Archive:: /Commando/Code/WWAudio/SoundPseudo3D.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 8/13/01 12:09p $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "soundpseudo3d.h"
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#include "wwaudio.h"
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#include "soundscene.h"
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#include "utils.h"
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#include "soundchunkids.h"
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#include "persistfactory.h"
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#include "soundhandle.h"
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//////////////////////////////////////////////////////////////////////////////////
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// Static factories
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//////////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<SoundPseudo3DClass, CHUNKID_PSEUDO_SOUND3D> _PseudoSound3DPersistFactory;
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// SoundPseudo3DClass
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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SoundPseudo3DClass::SoundPseudo3DClass (void)
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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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// SoundPseudo3DClass
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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SoundPseudo3DClass::SoundPseudo3DClass (const SoundPseudo3DClass &src)
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: Sound3DClass (src)
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{
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(*this) = src;
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// ~SoundPseudo3DClass
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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SoundPseudo3DClass::~SoundPseudo3DClass (void)
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{
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Free_Miles_Handle ();
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// operator=
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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const SoundPseudo3DClass &
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SoundPseudo3DClass::operator= (const SoundPseudo3DClass &src)
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{
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// Call the base class
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Sound3DClass::operator= (src);
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return (*this);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Set_Miles_Handle
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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void
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SoundPseudo3DClass::Set_Miles_Handle (MILES_HANDLE handle)
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{
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AudibleSoundClass::Set_Miles_Handle (handle);
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Initialize_Miles_Handle
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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void
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SoundPseudo3DClass::Initialize_Miles_Handle (void)
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{
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AudibleSoundClass::Initialize_Miles_Handle ();
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Update_Pseudo_Volume ();
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Update_Pseudo_Volume
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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void
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SoundPseudo3DClass::Update_Pseudo_Volume (float distance)
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{
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MMSLockClass lock;
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//
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// Only do this if the sound is really playing
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//
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if (m_SoundHandle != NULL) {
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float volume_mod = Determine_Real_Volume ();
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float max_distance = Get_DropOff_Radius ();
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float min_distance = Get_Max_Vol_Radius ();
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float delta = max_distance - min_distance;
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// Determine a normalized volume from the position
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float volume = 1.0F;
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if (distance > min_distance) {
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volume = 1.0F - ((distance - min_distance) / delta);
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volume = min (volume, 1.0F);
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volume = max (volume, 0.0F);
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}
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// Multiply the 'max' volume with the calculated volume
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volume = volume * volume_mod;
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//
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// Pass the volume on
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//
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m_SoundHandle->Set_Sample_Volume (int(volume * 127.0F));
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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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// Update_Pseudo_Volume
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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void
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SoundPseudo3DClass::Update_Pseudo_Volume (void)
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{
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MMSLockClass lock;
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// Only do this if the sound is really playing
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if (m_SoundHandle != NULL) {
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//
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// Find the difference in the sound position and its listener's position
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//
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Vector3 sound_pos = m_ListenerTransform.Get_Translation () - m_Transform.Get_Translation ();
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float distance = sound_pos.Quick_Length ();
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//
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// Determine a normalized volume from the position
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//
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Update_Pseudo_Volume (distance);
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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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// Update_Pseudo_Pan
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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void
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SoundPseudo3DClass::Update_Pseudo_Pan (void)
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{
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MMSLockClass lock;
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//
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// Only do this if the sound is really playing
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//
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if (m_SoundHandle != NULL) {
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//
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// Transform the sound's position into 'listener-space'
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//
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Vector3 sound_pos = m_Transform.Get_Translation ();
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Vector3 rel_sound_pos;
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Matrix3D::Inverse_Transform_Vector (m_ListenerTransform, sound_pos, &rel_sound_pos);
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//
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// Calculate a normalized pan from 0 (hard left) to 1.0F (hard right)
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//
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float angle = WWMath::Atan2 (rel_sound_pos.Y, rel_sound_pos.X);
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float pan = -WWMath::Fast_Sin (angle);
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pan = (pan / 2.0F) + 0.5F;
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//
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// Pass the pan on
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//
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m_SoundHandle->Set_Sample_Pan (S32(pan * 127.0F));
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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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// Allocate_Miles_Handle
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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void
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SoundPseudo3DClass::Allocate_Miles_Handle (void)
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{
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AudibleSoundClass::Allocate_Miles_Handle ();
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Free_Miles_Handle
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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void
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SoundPseudo3DClass::Free_Miles_Handle (void)
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{
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AudibleSoundClass::Free_Miles_Handle ();
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// On_Frame_Update
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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bool
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SoundPseudo3DClass::On_Frame_Update (unsigned int milliseconds)
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{
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// If necessary, update the volume based on the distance
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// from the listener
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if (m_SoundHandle != NULL) {
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Update_Pseudo_Volume ();
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Update_Pseudo_Pan ();
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}
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// Allow the base Sound3DClass to process this call
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return Sound3DClass::On_Frame_Update ();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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SoundPseudo3DClass::Get_Factory (void) const
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{
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return _PseudoSound3DPersistFactory;
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}
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