163 lines
7.3 KiB
C++
163 lines
7.3 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.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 8/13/01 12:06p $*
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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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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __SOUND_PSEUDO_3DOBJ_H
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#define __SOUND_PSEUDO_3DOBJ_H
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#include "Sound3D.H"
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/////////////////////////////////////////////////////////////////////////////////
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//
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// SoundPseudo3DClass
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//
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// Pseudo-3D objects are not true 3D sounds. They have the
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// same properties as 3D 'sound effects' but do not use 3D
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// hardware, are not restricted to mono, uncompressed, WAV data,
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// and do not calculate doppler and reverb effects.
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//
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class SoundPseudo3DClass : public Sound3DClass
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{
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public:
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//////////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////////////
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SoundPseudo3DClass (const SoundPseudo3DClass &src);
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SoundPseudo3DClass (void);
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virtual ~SoundPseudo3DClass (void);
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//////////////////////////////////////////////////////////////////////
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// Public operators
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//////////////////////////////////////////////////////////////////////
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const SoundPseudo3DClass &operator= (const SoundPseudo3DClass &src);
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//////////////////////////////////////////////////////////////////////
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// Identification methods
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//////////////////////////////////////////////////////////////////////
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virtual SOUND_CLASSID Get_Class_ID (void) const { return CLASSID_PSEUDO3D; }
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//////////////////////////////////////////////////////////////////////
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// Conversion methods
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//////////////////////////////////////////////////////////////////////
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virtual SoundPseudo3DClass * As_SoundPseudo3DClass (void) { return this; }
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//////////////////////////////////////////////////////////////////////
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// Volume control
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//////////////////////////////////////////////////////////////////////
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virtual void Update_Volume (void) { Update_Pseudo_Volume (); }
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//////////////////////////////////////////////////////////////////////
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// Position/direction methods
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//////////////////////////////////////////////////////////////////////
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virtual void Set_Listener_Transform (const Matrix3D &tm) { m_ListenerTransform = tm; }
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virtual void Set_Position (const Vector3 &position) { Set_Dirty (); m_Transform.Set_Translation (position); }
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virtual void Set_Transform (const Matrix3D &transform) { Set_Dirty (); m_Transform = transform; }
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//////////////////////////////////////////////////////////////////////
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// Velocity methods
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//////////////////////////////////////////////////////////////////////
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//
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// The velocity settings are in meters per millisecond.
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//
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virtual void Set_Velocity (const Vector3 &velocity) { }
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//////////////////////////////////////////////////////////////////////
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// Attenuation settings
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//////////////////////////////////////////////////////////////////////
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//
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// The maximum-volume radius is the distance from the sound-emitter where
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// it seems as loud as it is going to get. Volume does not increase after this
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// point. Volume is linerally interpolated from the DropOff distance to the MaxVol
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// distance. For some objects (like an airplane) the max-vol distance is
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// not 0, but would be 100 or so meters away.
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//
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virtual void Set_Max_Vol_Radius (float radius = 0) { m_MaxVolRadius = radius; }
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virtual float Get_Max_Vol_Radius (void) const { return m_MaxVolRadius; }
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//
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// This is the distance where the sound can not be heard any longer. (its vol is 0)
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//
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virtual void Set_DropOff_Radius (float radius = 1) { m_DropOffRadius = radius; }
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virtual float Get_DropOff_Radius (void) const { return m_DropOffRadius; }
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//////////////////////////////////////////////////////////////////////
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// Volume control
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//////////////////////////////////////////////////////////////////////
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virtual void Update_Pseudo_Volume (void);
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virtual void Update_Pseudo_Volume (float distance);
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//////////////////////////////////////////////////////////////////////
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// Pan control
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//////////////////////////////////////////////////////////////////////
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virtual void Update_Pseudo_Pan (void);
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// From PersistClass
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const PersistFactoryClass & Get_Factory (void) const;
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protected:
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//////////////////////////////////////////////////////////////////////
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// Update methods
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//////////////////////////////////////////////////////////////////////
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virtual bool On_Frame_Update (unsigned int milliseconds = 0);
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//////////////////////////////////////////////////////////////////////
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// Handle information
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//////////////////////////////////////////////////////////////////////
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virtual void Set_Miles_Handle (MILES_HANDLE handle);
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virtual void Initialize_Miles_Handle (void);
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virtual void Allocate_Miles_Handle (void);
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virtual void Free_Miles_Handle (void);
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virtual void On_Loop_End (void) { Sound3DClass::On_Loop_End (); }
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private:
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//////////////////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////////////////
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};
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#endif //__SOUND_PSEUDO_3DOBJ_H
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