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