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CnC_Renegade/Code/WWAudio/SoundScene.cpp

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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/SoundScene.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 1/18/02 2:50p $*
* *
* $Revision:: 34 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "soundscene.h"
#include "soundcullobj.h"
#include "logicalsound.h"
#include "logicallistener.h"
#include "chunkio.h"
#include "persistfactory.h"
#include "wwprofile.h"
#include "threads.h"
#include "wwmemlog.h"
#include "systimer.h"
DEFINE_AUTO_POOL(SoundSceneClass::AudibleInfoClass, 64);
//////////////////////////////////////////////////////////////////////////////////
// Generic constants
//////////////////////////////////////////////////////////////////////////////////
const int MAX_LOGICAL_LISTENER_UPDATES_PER_FRAME = 4;
//////////////////////////////////////////////////////////////////////////////////
// Save/Load constants
//////////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x00000100,
CHUNKID_STATIC_SOUNDS,
CHUNKID_DYNAMIC_SOUNDS
};
enum
{
VARID_MIN_DIM = 0x01,
VARID_MAX_DIM,
};
////////////////////////////////////////////////////////////////////////////////////////////////
//
// SoundSceneClass
//
////////////////////////////////////////////////////////////////////////////////////////////////
SoundSceneClass::SoundSceneClass (void)
: m_Listener (NULL),
m_2ndListener (NULL),
m_MinExtents (-500, -500, -500),
m_MaxExtents (500, 500, 500),
m_IsBatchMode (false)
{
WWMEMLOG(MEM_SOUND);
m_Listener = new Listener3DClass;
m_DynamicCullingSystem.Re_Partition (m_MinExtents, m_MaxExtents, 100.00F);
m_LogicalCullingSystem.Re_Partition (m_MinExtents, m_MaxExtents, 100.00F);
m_ListenerCullingSystem.Re_Partition (m_MinExtents, m_MaxExtents, 40.00F);
m_StaticCullingSystem.Re_Partition ();
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// ~SoundSceneClass
//
////////////////////////////////////////////////////////////////////////////////////////////////
SoundSceneClass::~SoundSceneClass (void)
{
REF_PTR_RELEASE (m_Listener);
REF_PTR_RELEASE (m_2ndListener);
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Re_Partition
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Re_Partition
(
const Vector3 &min_dimension,
const Vector3 &max_dimension
)
{
m_DynamicCullingSystem.Re_Partition (min_dimension, max_dimension, 100.00F);
m_LogicalCullingSystem.Re_Partition (min_dimension, max_dimension, 100.00F);
m_ListenerCullingSystem.Re_Partition (min_dimension, max_dimension, 40.00F);
m_StaticCullingSystem.Re_Partition ();
m_MinExtents = min_dimension;
m_MaxExtents = max_dimension;
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Collect_Logical_Sounds
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Collect_Logical_Sounds (int listener_count)
{
WWPROFILE ("Collect_Logical_Sounds");
uint32 timestamp = TIMEGETTIME ();
//
// Determine how many listeners to process
//
int count = listener_count;
int max = MAX_LOGICAL_LISTENER_UPDATES_PER_FRAME;
if ((count < 0) || (count > max)) {
count = max;
}
PriorityMultiListIterator<LogicalListenerClass> priority_queue (&m_LogicalListeners);
LogicalListenerClass *listener = NULL;
//
// Loop over as many of the listeners as we want to process this
// frame.
//
for ( int total = 0;
total < count && priority_queue.Process_Head (&listener);
total ++)
{
LogicalListenerClass::Set_Oldest_Timestamp (listener->Get_Timestamp ());
listener->Set_Timestamp (LogicalListenerClass::Get_New_Timestamp ());
listener->On_Frame_Update ();
//
// Collect a list of the sounds this listener can hear.
//
Vector3 position = listener->Get_Position ();
m_LogicalCullingSystem.Reset_Collection ();
m_LogicalCullingSystem.Collect_Objects (position);
//
// Now loop through the list of sounds this listener can hear
// and notify their callback.
//
SoundCullObjClass * cull_obj;
for ( cull_obj = m_LogicalCullingSystem.Get_First_Collected_Object();
cull_obj != NULL;
cull_obj = m_LogicalCullingSystem.Get_Next_Collected_Object (cull_obj))
{
//
// Get a pointer to the current 'cull-sound' object.
//
LogicalSoundClass *sound_obj = (LogicalSoundClass *)cull_obj->Peek_Sound_Obj ();
//
// Test this sound against the scale associated with the current listener to
// see if the listener can really "hear" the sound.
//
const Vector3 &sound_pos = cull_obj->Get_Bounding_Box ().Center;
Vector3 listener_pos = listener->Get_Position ();
float dropoff_radius = sound_obj->Get_DropOff_Radius ();
float scale = listener->Get_Effective_Scale ();
float test_radius2 = (dropoff_radius * scale) * (dropoff_radius * scale);
if ((listener_pos - sound_pos).Length2 () <= test_radius2) {
//
// Is the sound ready to notify?
//
if (sound_obj->Allow_Notify (timestamp)) {
listener->On_Event (AudioCallbackClass::EVENT_LOGICAL_HEARD, (uint32)listener, (uint32)sound_obj);
}
}
}
}
//
// Loop through and remove any single shot sounds that have
// been completely processed
//
MultiListIterator<LogicalSoundClass> single_shot_it (&m_SingleShotLogicalSounds);
for (single_shot_it.First (); !single_shot_it.Is_Done (); single_shot_it.Next ()) {
LogicalSoundClass *sound_obj = single_shot_it.Peek_Obj ();
//
// Remove this sound if its been completely processed
//
if (sound_obj->Get_Listener_Timestamp () <= LogicalListenerClass::Get_Oldest_Timestamp ()) {
sound_obj->Remove_From_Scene ();
single_shot_it.Remove_Current_Object ();
single_shot_it.Prev ();
}
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Collect_Audible_Sounds
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Collect_Audible_Sounds
(
Listener3DClass * listener,
COLLECTED_SOUNDS &list
)
{
WWPROFILE ("Collect_Audible_Sounds");
//
// Collect a list of the audible dynamic sounds
//
Vector3 listener_pos = listener->Get_Position ();
m_DynamicCullingSystem.Reset_Collection ();
m_DynamicCullingSystem.Collect_Objects (listener_pos);
//
// Collect a list of the audible static sounds
//
m_StaticCullingSystem.Reset_Collection ();
m_StaticCullingSystem.Collect_Objects (listener_pos);
//
// Loop through all the dynamic sounds that are currently audible and make sure
// they are 'really' audible. The culling systems just check bounding boxes
// but we need to be able to check attenuation spheres.
//
SoundCullObjClass * cull_obj = NULL;
for ( cull_obj = m_DynamicCullingSystem.Get_First_Collected_Object();
cull_obj != NULL;
cull_obj = m_DynamicCullingSystem.Get_Next_Collected_Object(cull_obj))
{
// Get a pointer to the current 'cull-sound' object
AudibleSoundClass *sound_obj = (AudibleSoundClass *)cull_obj->Peek_Sound_Obj ();
// Perform a quick sphere-cull check to make sure this
// sound should really be audible
Vector3 pos = sound_obj->Get_Position ();
float radius = sound_obj->Get_DropOff_Radius ();
float radius2 = radius * radius;
float length2 = (pos - listener_pos).Length2 ();
if (length2 <= radius2) {
AudibleInfoClass *audible_info = new AudibleInfoClass (sound_obj, length2);
list.Add (audible_info);
//
// Update this sound's runtime priority based on its distance
// from the sound emitter.
//
float length = (pos - listener_pos).Quick_Length ();
float priority = (length > 0) ? 1 - (length / radius) : 1.0F;
sound_obj->Set_Runtime_Priority (priority);
}
}
//
// Loop through all the static sounds that are currently audible and make sure
// they are 'really' audible. The culling systems just check bounding boxes
// but we need to be able to check attenuation spheres.
//
for ( cull_obj = m_StaticCullingSystem.Get_First_Collected_Object();
cull_obj != NULL;
cull_obj = m_StaticCullingSystem.Get_Next_Collected_Object(cull_obj))
{
AudibleSoundClass *sound_obj = (AudibleSoundClass *)cull_obj->Peek_Sound_Obj ();
// Perform a quick sphere-cull check to make sure this
// sound should really be audible
Vector3 pos = sound_obj->Get_Position ();
float radius = sound_obj->Get_DropOff_Radius ();
float radius2 = radius * radius;
float length2 = (pos - listener_pos).Length2 ();
if (length2 <= radius2) {
AudibleInfoClass *audible_info = new AudibleInfoClass (sound_obj, length2);
list.Add (audible_info);
//
// Update this sound's runtime priority based on its distance
// from the sound emitter.
//
float length = (pos - listener_pos).Quick_Length ();
float priority = (length > 0) ? 1 - (length / radius) : 1.0F;
sound_obj->Set_Runtime_Priority (priority);
}
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// On_Frame_Update
//
// Note: This method could be made more efficient by using another data structure besides
// linked lists. However the differece may be negligable due to the low density of 3D sounds
// that are audible at once.
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::On_Frame_Update (unsigned int milliseconds)
{
WWPROFILE ("On_Frame_Update");
COLLECTED_SOUNDS auxiliary_sounds;
COLLECTED_SOUNDS primary_sounds;
//
// First, collect any auxiliary sounds that are audible
//
if (m_2ndListener != NULL) {
m_2ndListener->On_Frame_Update (milliseconds);
Collect_Audible_Sounds (m_2ndListener, auxiliary_sounds);
}
//
// Update the listener's position/velocity, etc
//
m_Listener->On_Frame_Update (milliseconds);
//
// Collect the primary sounds that are audible
//
Collect_Audible_Sounds (m_Listener, primary_sounds);
//
// Loop through the auxiliary sounds and make sure
// sounds are only played once, either primary or auxiliary.
//
MultiListIterator<AudibleInfoClass> aux_iterator (&auxiliary_sounds);
MultiListIterator<AudibleInfoClass> pri_iterator (&primary_sounds);
AUDIBLE_SOUND_LIST audible_sounds;
for (aux_iterator.First (); !aux_iterator.Is_Done (); aux_iterator.Next ()) {
AudibleInfoClass *aux_info = aux_iterator.Peek_Obj ();
//
// Loop through all the primary sounds and remove any
// that are 'overpowered' by the same sound in the
// other listener.
//
bool found = false;
for (pri_iterator.First (); !pri_iterator.Is_Done () && !found; pri_iterator.Next ()) {
AudibleInfoClass *pri_info = pri_iterator.Peek_Obj ();
//
// Is this sound in both lists?
//
found = (aux_info->sound_obj == pri_info->sound_obj);
if (found) {
if (aux_info->distance2 < pri_info->distance2) {
delete pri_info;
primary_sounds.Remove (pri_info);
} else {
delete aux_info;
auxiliary_sounds.Remove (aux_info);
}
}
}
}
//
// Add the primary audible sounds into the master list
//
for (pri_iterator.First (); !pri_iterator.Is_Done (); pri_iterator.Next ()) {
AudibleInfoClass *pri_info = pri_iterator.Peek_Obj ();
audible_sounds.Add (pri_info->sound_obj);
//
// Let the sound know what it's listener's position is
//
pri_info->sound_obj->Set_Listener_Transform (m_Listener->Get_Transform ());
//
// Free the audible info object
//
pri_iterator.Remove_Current_Object ();
pri_iterator.Prev ();
delete pri_info;
}
//
// Add the auxiliary audible sounds into the master list
//
for (aux_iterator.First (); !aux_iterator.Is_Done (); aux_iterator.Next ()) {
AudibleInfoClass *aux_info = aux_iterator.Peek_Obj ();
audible_sounds.Add (aux_info->sound_obj);
//
// Let the sound know what it's listener's position is
//
aux_info->sound_obj->Set_Listener_Transform (m_2ndListener->Get_Transform ());
//
// Convert the sound to a Pseudo-3D sound that has
// a 'tinny' filter applied to it.
//
/*aux_info.sound_obj->Convert_To_Filtered ();
AudibleSoundClass *tinny_sound = aux_info.sound_obj->As_Converted_Format ();
if (tinny_sound != NULL) {
audible_sounds.Add (tinny_sound);
}*/
//
// Free the audible info object
//
aux_iterator.Remove_Current_Object ();
aux_iterator.Prev ();
delete aux_info;
}
//
// Loop through all the sounds that were audible last frame
// and see if they are still audible this frame.
//
MultiListIterator<AudibleSoundClass> audible_iterator (&m_LastSoundsAudible);
for (audible_iterator.First (); !audible_iterator.Is_Done (); audible_iterator.Next ()) {
AudibleSoundClass *sound_obj = audible_iterator.Peek_Obj ();
//
// Is this sound still audible?
//
if (audible_sounds.Is_In_List (sound_obj)) {
//
// Make sure the sound is playing, then remove it from
// the newly-audible list so we don't process it again
//
sound_obj->Cull_Sound (false);
audible_sounds.Remove (sound_obj);
} else {
//
// If the sound isn't audible any more then remove
// it from the list
//
audible_iterator.Remove_Current_Object ();
audible_iterator.Prev ();
//
// Make sure we cull the sound
//
WWASSERT(sound_obj != NULL);
sound_obj->Cull_Sound (true);
sound_obj->Set_Runtime_Priority (0);
}
}
//
// Loop through all the newly-audible sounds and
// make sure they are playing.
//
MultiListIterator<AudibleSoundClass> newly_audible_it (&audible_sounds);
for (newly_audible_it.First (); !newly_audible_it.Is_Done (); newly_audible_it.Next ()) {
AudibleSoundClass *sound_obj = newly_audible_it.Peek_Obj ();
//
// Make sure the sound has a valid Miles handle (so it can make noise)
//
sound_obj->Cull_Sound (false);
//
// If this sound is still in the scene (it may have 'stopped'
// while it was culled) then start playing it...
//
if (sound_obj->Is_In_Scene ()) {
m_LastSoundsAudible.Add (sound_obj);
}
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Add_Sound
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Add_Sound
(
AudibleSoundClass * sound_obj,
bool start_playing
)
{
WWPROFILE ("Add_Sound");
WWMEMLOG(MEM_SOUND);
WWASSERT (sound_obj != NULL);
if (sound_obj != NULL && sound_obj->Is_In_Scene () == false) {
bool cull_sound = true;
// Create a wrapper object for the sound that we can use
// with the different culling systems.
SoundCullObjClass *cullable_sound = new SoundCullObjClass;
cullable_sound->Set_Sound_Obj (sound_obj);
sound_obj->Set_Cullable_Wrapper (cullable_sound);
//
// Add this object to the dynamic culling system
//
m_DynamicCullingSystem.Add_Object (cullable_sound);
m_DynamicSounds.Add (cullable_sound);
Update_Sound (cullable_sound);
//
// If the listener can hear this sound, then make sure
// we start it off non-culled
//
if (m_IsBatchMode == false) {
Vector3 listener_pos = m_Listener->Get_Position ();
Vector3 sound_pos = sound_obj->Get_Position ();
float radius = sound_obj->Get_DropOff_Radius ();
float radius2 = radius * radius;
if (((listener_pos - sound_pos).Length2 ()) < radius2) {
cull_sound = false;
m_LastSoundsAudible.Add (sound_obj);
start_playing = true;
sound_obj->Set_Listener_Transform (m_Listener->Get_Transform ());
}
}
//
// Make sure the sound is appropriately culled
//
sound_obj->Cull_Sound (cull_sound);
//
// Start the sound playing if requested
//
if (start_playing) {
sound_obj->Play ();
}
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Remove_Sound
//
// Note: This method should really be rewritten to use a different list type. Linked lists
// are probably too inefficient (especially if we have 100s or 1000s of sounds)
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Remove_Sound
(
AudibleSoundClass *sound_obj,
bool stop_playing
)
{
WWPROFILE ("Remove_Sound");
if (sound_obj == NULL) {
return ;
}
//
// Make sure we remove this sound from the list of last audible sounds.
//
if (m_LastSoundsAudible.Is_In_List (sound_obj)) {
m_LastSoundsAudible.Remove (sound_obj);
}
//
// Is this sound really in the scene?
//
SoundCullObjClass *cull_obj = sound_obj->Peek_Cullable_Wrapper ();
if (cull_obj != NULL && m_DynamicSounds.Is_In_List (cull_obj)) {
//
// Stop playing the sound if necessary
//
if (stop_playing) {
sound_obj->Stop ();
}
//
// Flush the sound's cull-wrapper since we are removing it from the scene
//
sound_obj->Set_Cullable_Wrapper (NULL);
//
// Remove this sound from the dynamic culling system
//
m_DynamicCullingSystem.Remove_Object (cull_obj);
m_DynamicSounds.Remove (cull_obj);
//
// Register the sound for deletion at an appropriate time
//
WWAudioThreadsClass::Add_Delayed_Release_Object (cull_obj);
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Add_Static_Sound
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Add_Static_Sound
(
AudibleSoundClass * sound_obj,
bool start_playing
)
{
WWPROFILE ("Add_Static_Sound");
WWASSERT (sound_obj != NULL);
if (sound_obj != NULL) {
//
// Check to see if this sound is already in the scene
//
SoundCullObjClass *cull_obj = sound_obj->Peek_Cullable_Wrapper ();
if (cull_obj == NULL) {
//
// Create a wrapper object for the sound that we can use
// with the different culling systems.
//
cull_obj = new SoundCullObjClass;
cull_obj->Set_Sound_Obj (sound_obj);
sound_obj->Set_Cullable_Wrapper (cull_obj);
//
// Add this object to the static culling system
//
m_StaticCullingSystem.Add_Object (cull_obj);
m_StaticSounds.Add (cull_obj);
Update_Sound (cull_obj);
//
// If the listener can hear this sound, then make sure
// we start it off non-culled
//
bool cull_sound = true;
if (m_IsBatchMode == false) {
Vector3 listener_pos = m_Listener->Get_Position ();
Vector3 sound_pos = sound_obj->Get_Position ();
float radius = sound_obj->Get_DropOff_Radius ();
float radius2 = radius * radius;
if (((listener_pos - sound_pos).Length2 ()) < radius2) {
cull_sound = false;
m_LastSoundsAudible.Add (sound_obj);
start_playing = true;
sound_obj->Set_Listener_Transform (m_Listener->Get_Transform ());
}
}
//
// Make sure the sound is appropriately culled
//
sound_obj->Cull_Sound (cull_sound);
//
// Start the sound playing if requested
//
if (start_playing) {
sound_obj->Play ();
}
//
// Add a ref to the static sound object
//
//sound_obj->Add_Ref ();
}
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Remove_Static_Sound
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Remove_Static_Sound
(
AudibleSoundClass * sound_obj,
bool stop_playing
)
{
WWPROFILE ("Remove_Static_Sound");
if (sound_obj == NULL) {
return ;
}
//
// Make sure we remove this sound from the list of last audible sounds.
//
if (m_LastSoundsAudible.Is_In_List (sound_obj)) {
m_LastSoundsAudible.Remove (sound_obj);
}
//
// Is this sound really in the scene?
//
SoundCullObjClass *cull_obj = sound_obj->Peek_Cullable_Wrapper ();
if (cull_obj != NULL && m_StaticSounds.Is_In_List (cull_obj)) {
//
// Stop playing the sound if necessary
//
if (stop_playing) {
sound_obj->Stop ();
}
//
// Flush the sound's cull-wrapper since we are removing it from the scene
//
sound_obj->Set_Cullable_Wrapper (NULL);
//
// Remove this sound from the static culling system
//
m_StaticCullingSystem.Remove_Object (cull_obj);
m_StaticSounds.Remove (cull_obj);
//
// Register the sound for deletion at an appropriate time
//
WWAudioThreadsClass::Add_Delayed_Release_Object (cull_obj);
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Add_Logical_Sound
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Add_Logical_Sound
(
LogicalSoundClass * sound_obj,
bool single_shot
)
{
WWPROFILE ("Add_Logical_Sound");
WWASSERT (sound_obj != NULL);
if (sound_obj != NULL) {
//
// Check to make sure we don't add this sound twice
//
if (Is_Logical_Sound_In_Scene (sound_obj, single_shot) == false) {
sound_obj->Set_Listener_Timestamp (LogicalListenerClass::Get_Newest_Timestamp ());
//
// Create a wrapper object for the sound that we can use
// with the different culling systems.
//
SoundCullObjClass *cullable_sound = new SoundCullObjClass;
cullable_sound->Set_Sound_Obj (sound_obj);
sound_obj->Set_Cullable_Wrapper (cullable_sound);
//
// Add this object to the logical culling system
//
m_LogicalCullingSystem.Add_Object (cullable_sound);
//
// Add this sound to our current sounds list
//
if (single_shot) {
m_SingleShotLogicalSounds.Add (sound_obj);
} else {
m_LogicalSounds.Add (sound_obj);
}
//
// Keep a reference on this sound object
//
sound_obj->Add_Ref ();
//
// Make sure the cull-object has the most up-to-date information
// about this sound object's bounding volume
//
Update_Sound (cullable_sound);
}
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Remove_Logical_Sound
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Remove_Logical_Sound
(
LogicalSoundClass * sound_obj,
bool single_shot,
bool remove_from_list
)
{
WWPROFILE ("Remove_Logical_Sound");
if (sound_obj == NULL) {
return ;
}
if (single_shot) {
//
// Only do this if the logical sound is really in our list
//
if (m_SingleShotLogicalSounds.Is_In_List (sound_obj)) {
//
// Remove this sound from logical sound list
//
if (remove_from_list) {
m_SingleShotLogicalSounds.Remove (sound_obj);
}
//
// Remove this sound from the culling system
//
SoundCullObjClass *cull_obj = sound_obj->Peek_Cullable_Wrapper ();
m_LogicalCullingSystem.Remove_Object (cull_obj);
//
// Remove this sound obj's wrapper
//
sound_obj->Set_Cullable_Wrapper (NULL);
WWAudioThreadsClass::Add_Delayed_Release_Object (cull_obj);
//
// Release our reference on this object
//
REF_PTR_RELEASE (sound_obj);
}
} else {
//
// Only do this if the logical sound is really in our list
//
if (m_LogicalSounds.Is_In_List (sound_obj)) {
//
// Remove this sound from logical sound list
//
if (remove_from_list) {
m_LogicalSounds.Remove (sound_obj);
}
//
// Remove this sound from the culling system
//
SoundCullObjClass *cull_obj = sound_obj->Peek_Cullable_Wrapper ();
m_LogicalCullingSystem.Remove_Object (cull_obj);
//
// Remove this sound obj's wrapper
//
sound_obj->Set_Cullable_Wrapper (NULL);
WWAudioThreadsClass::Add_Delayed_Release_Object (cull_obj);
//
// Release our reference on this object
//
REF_PTR_RELEASE (sound_obj);
}
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Add_Logical_Listener
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Add_Logical_Listener (LogicalListenerClass *listener_obj)
{
WWPROFILE ("Add_Logical_Listener");
WWASSERT (listener_obj != NULL);
if (listener_obj != NULL) {
//
// Add the listener to the 'scene' if its in our list
//
if (m_LogicalListeners.Is_In_List (listener_obj) == false) {
listener_obj->Set_Timestamp (LogicalListenerClass::Get_New_Timestamp ());
m_LogicalListeners.Add_Tail (listener_obj);
listener_obj->Add_Ref ();
}
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Remove_Logical_Listener
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Remove_Logical_Listener (LogicalListenerClass *listener_obj)
{
WWPROFILE ("Remove_Logical_Listener");
WWASSERT (listener_obj != NULL);
if (listener_obj != NULL) {
//
// Remove the listener from the 'scene' if its in our list
//
if (m_LogicalListeners.Is_In_List (listener_obj)) {
m_LogicalListeners.Remove (listener_obj);
listener_obj->Release_Ref ();
}
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Update_Sound
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Update_Sound (SoundCullObjClass *sound_obj)
{
if (sound_obj != NULL) {
sound_obj->Set_Cull_Box(sound_obj->Get_Bounding_Box());
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Initialize
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Initialize (void)
{
m_Listener->Free_Miles_Handle ();
m_Listener->Allocate_Miles_Handle ();
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Is_Sound_In_Scene
//
////////////////////////////////////////////////////////////////////////////////////////////////
bool
SoundSceneClass::Is_Sound_In_Scene (AudibleSoundClass *sound_obj, bool all)
{
bool retval = false;
//
// Try to find this sound's cull-object in either the static or dynamic
// lists.
//
SoundCullObjClass *cull_obj = sound_obj->Peek_Cullable_Wrapper ();
if (cull_obj != NULL) {
retval = (m_DynamicSounds.Is_In_List (cull_obj) || m_StaticSounds.Is_In_List (cull_obj));
}
return retval;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Is_Logical_Sound_In_Scene
//
////////////////////////////////////////////////////////////////////////////////////////////////
bool
SoundSceneClass::Is_Logical_Sound_In_Scene
(
LogicalSoundClass * sound_obj,
bool single_shot
)
{
bool retval = false;
//
// Check to see if this sound is in either the continuous list or the single shot list.
//
if (single_shot == false) {
retval = m_LogicalSounds.Is_In_List (sound_obj);
} else {
retval = m_SingleShotLogicalSounds.Is_In_List (sound_obj);
}
return retval;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Save_Static
//
////////////////////////////////////////////////////////////////////////////////////////////////
bool
SoundSceneClass::Save_Static (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_VARIABLES);
WRITE_MICRO_CHUNK (csave, VARID_MIN_DIM, m_MinExtents);
WRITE_MICRO_CHUNK (csave, VARID_MAX_DIM, m_MaxExtents);
csave.End_Chunk ();
//
// Save the list of static sounds that are currently in the scene
//
csave.Begin_Chunk (CHUNKID_STATIC_SOUNDS);
Save_Static_Sounds (csave);
csave.End_Chunk ();
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Save_Static_Sounds
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Save_Static_Sounds (ChunkSaveClass &csave)
{
Re_Partition (m_MinExtents, m_MaxExtents);
//
// Loop over all the static sounds that are in the scene
// and save each to its own chunk.
//
MultiListIterator<SoundCullObjClass> static_iterator (&m_StaticSounds);
for (static_iterator.First (); !static_iterator.Is_Done (); static_iterator.Next ()) {
SoundCullObjClass *cull_obj = static_iterator.Peek_Obj ();
//
// Get the sound from its cull object
//
AudibleSoundClass *sound_obj = (AudibleSoundClass *)cull_obj->Peek_Sound_Obj ();
if (sound_obj != NULL) {
//
// Have the sound's factory save it
//
csave.Begin_Chunk (sound_obj->Get_Factory ().Chunk_ID ());
sound_obj->Get_Factory ().Save (csave, sound_obj);
csave.End_Chunk ();
}
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Load_Static_Sounds
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Load_Static_Sounds (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
//
// Load this sound from the chunk (if possible)
//
PersistFactoryClass *factory = SaveLoadSystemClass::Find_Persist_Factory (cload.Cur_Chunk_ID ());
if (factory != NULL) {
AudibleSoundClass *sound_obj = (AudibleSoundClass *)factory->Load (cload);
if (sound_obj != NULL) {
sound_obj->Add_To_Scene (true);
REF_PTR_RELEASE (sound_obj);
}
}
cload.Close_Chunk ();
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Load_Static
//
////////////////////////////////////////////////////////////////////////////////////////////////
bool
SoundSceneClass::Load_Static (ChunkLoadClass &cload)
{
m_IsBatchMode = true;
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_STATIC_SOUNDS:
Load_Static_Sounds (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_MIN_DIM, m_MinExtents);
READ_MICRO_CHUNK (cload, VARID_MAX_DIM, m_MaxExtents);
}
cload.Close_Micro_Chunk ();
}
}
break;
}
cload.Close_Chunk ();
}
Re_Partition (m_MinExtents, m_MaxExtents);
On_Frame_Update (0);
m_IsBatchMode = false;
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Save_Dynamic
//
////////////////////////////////////////////////////////////////////////////////////////////////
bool
SoundSceneClass::Save_Dynamic (ChunkSaveClass &csave)
{
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Load_Dynamic
//
////////////////////////////////////////////////////////////////////////////////////////////////
bool
SoundSceneClass::Load_Dynamic (ChunkLoadClass &cload)
{
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Flush_Scene
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Flush_Scene (void)
{
RefMultiListClass<SoundCullObjClass> temp_static;
RefMultiListClass<SoundCullObjClass> temp_dynamic;
RefMultiListClass<LogicalSoundClass> temp_logical;
RefMultiListClass<LogicalSoundClass> temp_single_logical;
//
// Build temporary lists of the static and dynamic sounds
//
MultiListIterator<SoundCullObjClass> static_iterator (&m_StaticSounds);
for (static_iterator.First (); !static_iterator.Is_Done (); static_iterator.Next ()) {
SoundCullObjClass *cull_obj = static_iterator.Peek_Obj ();
temp_static.Add (cull_obj);
}
MultiListIterator<SoundCullObjClass> dynamic_iterator (&m_DynamicSounds);
for (dynamic_iterator.First (); !dynamic_iterator.Is_Done (); dynamic_iterator.Next ()) {
SoundCullObjClass *cull_obj = dynamic_iterator.Peek_Obj ();
temp_dynamic.Add (cull_obj);
}
MultiListIterator<LogicalSoundClass> logical_iterator (&m_LogicalSounds);
for (logical_iterator.First (); !logical_iterator.Is_Done (); logical_iterator.Next ()) {
LogicalSoundClass *logical_sound = logical_iterator.Peek_Obj ();
temp_logical.Add (logical_sound);
}
MultiListIterator<LogicalSoundClass> temp_single_iterator (&m_SingleShotLogicalSounds);
for (temp_single_iterator.First (); !temp_single_iterator.Is_Done (); temp_single_iterator.Next ()) {
LogicalSoundClass *logical_sound = temp_single_iterator.Peek_Obj ();
temp_single_logical.Add (logical_sound);
}
//
// Remove all the static sounds from the scene
//
RefMultiListIterator<SoundCullObjClass> temp_static_it (&temp_static);
for (temp_static_it.First (); !temp_static_it.Is_Done (); temp_static_it.Next ()) {
SoundCullObjClass *cull_obj = temp_static_it.Peek_Obj ();
AudibleSoundClass *sound_obj = (AudibleSoundClass *)cull_obj->Peek_Sound_Obj ();
if (sound_obj != NULL) {
Remove_Static_Sound (sound_obj);
}
}
//
// Remove all the dynamic sounds from the scene
//
RefMultiListIterator<SoundCullObjClass> temp_dynamic_it (&temp_dynamic);
for (temp_dynamic_it.First (); !temp_dynamic_it.Is_Done (); temp_dynamic_it.Next ()) {
SoundCullObjClass *cull_obj = temp_dynamic_it.Peek_Obj ();
AudibleSoundClass *sound_obj = (AudibleSoundClass *)cull_obj->Peek_Sound_Obj ();
if (sound_obj != NULL) {
Remove_Sound (sound_obj);
}
}
//
// Remove all the logical sounds from the scene
//
RefMultiListIterator<LogicalSoundClass> temp_logical_it (&temp_logical);
for (temp_logical_it.First (); !temp_logical_it.Is_Done (); temp_logical_it.Next ()) {
LogicalSoundClass *logical_sound = temp_logical_it.Peek_Obj ();
if (logical_sound != NULL) {
logical_sound->Remove_From_Scene ();
}
}
//
// Remove all the single shot logical sounds from the scene
//
RefMultiListIterator<LogicalSoundClass> temp_single_logical_it (&temp_single_logical);
for (temp_single_logical_it.First (); !temp_single_logical_it.Is_Done (); temp_single_logical_it.Next ()) {
LogicalSoundClass *logical_sound = temp_single_logical_it.Peek_Obj ();
if (logical_sound != NULL) {
logical_sound->Remove_From_Scene ();
}
}
return ;
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// Set_2nd_Listener
//
////////////////////////////////////////////////////////////////////////////////////////////////
void
SoundSceneClass::Set_2nd_Listener (Listener3DClass *listener)
{
if (m_2ndListener != NULL) {
m_2ndListener->On_Removed_From_Scene ();
}
if (listener != NULL) {
listener->On_Added_To_Scene ();
}
REF_PTR_SET (m_2ndListener, listener);
return ;
}