/*
** Command & Conquer Generals Zero Hour(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 .
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//----------------------------------------------------------------------------
//
// Project: RTS3
//
// File name: GameAudio.cpp
//
// Created: 5/01/01
//
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Includes
//----------------------------------------------------------------------------
#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
#include "Common/GameAudio.h"
#include "Common/AudioAffect.h"
#include "Common/AudioEventInfo.h"
#include "Common/AudioEventRTS.h"
#include "Common/AudioHandleSpecialValues.h"
#include "Common/AudioRequest.h"
#include "Common/AudioSettings.h"
#include "Common/FileSystem.h"
#include "Common/GameEngine.h"
#include "Common/GameMusic.h"
#include "Common/GameSounds.h"
#include "Common/MiscAudio.h"
#include "Common/OSDisplay.h"
#include "Common/Player.h"
#include "Common/PlayerList.h"
#include "Common/UserPreferences.h"
#include "GameClient/ControlBar.h"
#include "GameClient/Drawable.h"
#include "GameClient/View.h"
#include "GameLogic/GameLogic.h"
#include "GameLogic/TerrainLogic.h"
#include "WWMath/Matrix3D.h"
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifdef _INTERNAL
//#pragma optimize("", off)
//#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
#endif
static const char* TheSpeakerTypes[] =
{
"2 Speakers",
"Headphones",
"Surround Sound",
"4 Speaker",
"5.1 Surround",
"7.1 Surround",
NULL
};
static const Int TheSpeakerTypesCount = sizeof(TheSpeakerTypes) / sizeof(TheSpeakerTypes[0]);
static void parseSpeakerType( INI *ini, void *instance, void *store, const void *userData );
// Field Parse table for Audio Settings ///////////////////////////////////////////////////////////
static const FieldParse audioSettingsFieldParseTable[] =
{
{ "AudioRoot", INI::parseAsciiString, NULL, offsetof( AudioSettings, m_audioRoot) },
{ "SoundsFolder", INI::parseAsciiString, NULL, offsetof( AudioSettings, m_soundsFolder) },
{ "MusicFolder", INI::parseAsciiString, NULL, offsetof( AudioSettings, m_musicFolder) },
{ "StreamingFolder", INI::parseAsciiString, NULL, offsetof( AudioSettings, m_streamingFolder) },
{ "SoundsExtension", INI::parseAsciiString, NULL, offsetof( AudioSettings, m_soundsExtension) },
{ "UseDigital", INI::parseBool, NULL, offsetof( AudioSettings, m_useDigital) },
{ "UseMidi", INI::parseBool, NULL, offsetof( AudioSettings, m_useMidi) },
{ "OutputRate", INI::parseInt, NULL, offsetof( AudioSettings, m_outputRate) },
{ "OutputBits", INI::parseInt, NULL, offsetof( AudioSettings, m_outputBits) },
{ "OutputChannels", INI::parseInt, NULL, offsetof( AudioSettings, m_outputChannels) },
{ "SampleCount2D", INI::parseInt, NULL, offsetof( AudioSettings, m_sampleCount2D) },
{ "SampleCount3D", INI::parseInt, NULL, offsetof( AudioSettings, m_sampleCount3D) },
{ "StreamCount", INI::parseInt, NULL, offsetof( AudioSettings, m_streamCount) },
{ "Preferred3DHW1", INI::parseAsciiString, NULL, offsetof( AudioSettings, m_preferred3DProvider[0]) },
{ "Preferred3DHW2", INI::parseAsciiString, NULL, offsetof( AudioSettings, m_preferred3DProvider[1]) },
{ "Preferred3DHW3", INI::parseAsciiString, NULL, offsetof( AudioSettings, m_preferred3DProvider[2]) },
{ "Preferred3DHW4", INI::parseAsciiString, NULL, offsetof( AudioSettings, m_preferred3DProvider[3]) },
{ "Preferred3DSW", INI::parseAsciiString, NULL, offsetof( AudioSettings, m_preferred3DProvider[4]) },
{ "Default2DSpeakerType", parseSpeakerType, NULL, offsetof( AudioSettings, m_defaultSpeakerType2D) },
{ "Default3DSpeakerType", parseSpeakerType, NULL, offsetof( AudioSettings, m_defaultSpeakerType3D) },
{ "MinSampleVolume", INI::parsePercentToReal, NULL, offsetof( AudioSettings, m_minVolume) },
{ "GlobalMinRange", INI::parseInt, NULL, offsetof( AudioSettings, m_globalMinRange) },
{ "GlobalMaxRange", INI::parseInt, NULL, offsetof( AudioSettings, m_globalMaxRange) },
{ "TimeBetweenDrawableSounds", INI::parseDurationUnsignedInt, NULL, offsetof( AudioSettings, m_drawableAmbientFrames) },
{ "TimeToFadeAudio", INI::parseDurationUnsignedInt, NULL, offsetof( AudioSettings, m_fadeAudioFrames) },
{ "AudioFootprintInBytes",INI::parseUnsignedInt, NULL, offsetof( AudioSettings, m_maxCacheSize) },
{ "Relative2DVolume", INI::parsePercentToReal, NULL, offsetof( AudioSettings, m_relative2DVolume ) },
{ "DefaultSoundVolume", INI::parsePercentToReal, NULL, offsetof( AudioSettings, m_defaultSoundVolume) },
{ "Default3DSoundVolume", INI::parsePercentToReal, NULL, offsetof( AudioSettings, m_default3DSoundVolume) },
{ "DefaultSpeechVolume", INI::parsePercentToReal, NULL, offsetof( AudioSettings, m_defaultSpeechVolume) },
{ "DefaultMusicVolume", INI::parsePercentToReal, NULL, offsetof( AudioSettings, m_defaultMusicVolume) },
{ "MicrophoneDesiredHeightAboveTerrain", INI::parseReal, NULL, offsetof( AudioSettings, m_microphoneDesiredHeightAboveTerrain ) },
{ "MicrophoneMaxPercentageBetweenGroundAndCamera", INI::parsePercentToReal, NULL, offsetof( AudioSettings, m_microphoneMaxPercentageBetweenGroundAndCamera ) },
{ "ZoomMinDistance", INI::parseReal, NULL, offsetof( AudioSettings, m_zoomMinDistance ) },
{ "ZoomMaxDistance", INI::parseReal, NULL, offsetof( AudioSettings, m_zoomMaxDistance ) },
{ "ZoomSoundVolumePercentageAmount", INI::parsePercentToReal, NULL, offsetof( AudioSettings, m_zoomSoundVolumePercentageAmount ) },
{ NULL, NULL, NULL, NULL }
};
// Singleton TheAudio /////////////////////////////////////////////////////////////////////////////
AudioManager *TheAudio = NULL;
// AudioManager Device Independent functions //////////////////////////////////////////////////////
AudioManager::AudioManager() :
m_soundOn(TRUE),
m_sound3DOn(TRUE),
m_musicOn(TRUE),
m_speechOn(TRUE),
m_music(NULL),
m_sound(NULL),
m_surroundSpeakers(FALSE),
m_hardwareAccel(FALSE),
m_musicPlayingFromCD(FALSE)
{
// Added by Sadullah Nader
m_adjustedVolumes.clear();
m_audioRequests.clear();
m_listenerPosition.zero();
m_musicTracks.clear();
m_musicVolume = 0.0f;
m_sound3DVolume = 0.0f;
m_soundVolume = 0.0f;
m_speechVolume = 0.0f;
m_systemMusicVolume = 0.0f;
m_systemSound3DVolume = 0.0f;
m_systemSoundVolume = 0.0f;
m_systemSpeechVolume = 0.0f;
m_volumeHasChanged = FALSE;
//
m_listenerOrientation.set(0.0, 1.0, 0.0);
theAudioHandlePool = AHSV_FirstHandle;
m_audioSettings = NEW AudioSettings;
m_miscAudio = NEW MiscAudio;
m_silentAudioEvent = NEW AudioEventRTS;
m_savedValues = NULL;
m_disallowSpeech = FALSE;
}
//-------------------------------------------------------------------------------------------------
AudioManager::~AudioManager()
{
// cleanup all of the loaded AudioEventInfos
AudioEventInfoHashIt it;
for (it = m_allAudioEventInfo.begin(); it != m_allAudioEventInfo.end(); ++it) {
AudioEventInfo *eventInfo = (*it).second;
if (eventInfo) {
eventInfo->deleteInstance();
eventInfo = NULL;
}
}
delete m_silentAudioEvent;
m_silentAudioEvent = NULL;
delete m_music;
m_music = NULL;
delete m_sound;
m_sound = NULL;
delete m_miscAudio;
m_miscAudio = NULL;
delete m_audioSettings;
m_audioSettings = NULL;
if (m_savedValues)
delete [] m_savedValues;
}
//-------------------------------------------------------------------------------------------------
void AudioManager::init()
{
INI ini;
ini.load( AsciiString( "Data\\INI\\AudioSettings.ini" ), INI_LOAD_OVERWRITE, NULL);
ini.load( AsciiString( "Data\\INI\\Default\\Music.ini" ), INI_LOAD_OVERWRITE, NULL );
ini.load( AsciiString( "Data\\INI\\Music.ini" ), INI_LOAD_OVERWRITE, NULL );
ini.load( AsciiString( "Data\\INI\\Default\\SoundEffects.ini" ), INI_LOAD_OVERWRITE, NULL );
ini.load( AsciiString( "Data\\INI\\SoundEffects.ini" ), INI_LOAD_OVERWRITE, NULL );
ini.load( AsciiString( "Data\\INI\\Default\\Speech.ini" ), INI_LOAD_OVERWRITE, NULL );
ini.load( AsciiString( "Data\\INI\\Speech.ini" ), INI_LOAD_OVERWRITE, NULL );
ini.load( AsciiString( "Data\\INI\\Default\\Voice.ini" ), INI_LOAD_OVERWRITE, NULL );
ini.load( AsciiString( "Data\\INI\\Voice.ini" ), INI_LOAD_OVERWRITE, NULL );
// do the miscellaneous sound files last so that we find the audioeventrts associated with the events.
ini.load( AsciiString( "Data\\INI\\MiscAudio.ini" ), INI_LOAD_OVERWRITE, NULL);
// determine if one of the music tracks exists. Since their now BIGd, one implies all.
// If they don't exist, then attempt to load them from the CD.
if (!isMusicAlreadyLoaded())
{
m_musicPlayingFromCD = TRUE;
while (TRUE)
{
// @todo Unload any files from CD first. - jkmcd
TheFileSystem->loadMusicFilesFromCD();
if (isMusicAlreadyLoaded())
{
break;
}
// We loop infinitely on the splash screen if we don't allow breaking out of this loop.
//#if !defined( _DEBUG ) && !defined( _INTERNAL )
else
{
// Display the warning.
if (OSDisplayWarningBox("GUI:InsertCDPrompt", "GUI:InsertCDMessage", OSDBT_OK | OSDBT_CANCEL, OSDOF_SYSTEMMODAL | OSDOF_EXCLAMATIONICON) == OSDBT_CANCEL) {
//TheGameEngine->setQuitting(TRUE); // Can't do this to WorldBuilder
break;
}
}
//#endif
}
}
m_music = NEW MusicManager;
m_sound = NEW SoundManager;
// Set our system volumes from the user's preferred settings, not the defaults.
m_systemMusicVolume = getAudioSettings() ? getAudioSettings()->m_preferredMusicVolume : 0.55f;
m_systemSoundVolume = getAudioSettings() ? getAudioSettings()->m_preferredSoundVolume : 0.75f;
m_systemSound3DVolume = getAudioSettings() ? getAudioSettings()->m_preferred3DSoundVolume: 0.75f;
m_systemSpeechVolume = getAudioSettings() ? getAudioSettings()->m_preferredSpeechVolume : 0.55f;
m_scriptMusicVolume = 1.0f;
m_scriptSoundVolume = 1.0f;
m_scriptSound3DVolume = 1.0f;
m_scriptSpeechVolume = 1.0f;
m_musicVolume = m_systemMusicVolume;
m_soundVolume = m_systemSoundVolume;
m_sound3DVolume = m_systemSound3DVolume;
m_speechVolume = m_systemSpeechVolume;
}
//-------------------------------------------------------------------------------------------------
void AudioManager::postProcessLoad()
{
}
//-------------------------------------------------------------------------------------------------
void AudioManager::reset()
{
// clear out any adjusted volumes we might have set.
m_adjustedVolumes.clear();
// adjust the scripted volumes, and reset the
m_scriptMusicVolume = 1.0f;
m_scriptSoundVolume = 1.0f;
m_scriptSound3DVolume = 1.0f;
m_scriptSpeechVolume = 1.0f;
// restore the final values to the
m_musicVolume = m_systemMusicVolume;
m_soundVolume = m_systemSoundVolume;
m_sound3DVolume = m_systemSound3DVolume;
m_speechVolume = m_systemSpeechVolume;
m_disallowSpeech = FALSE;
}
//-------------------------------------------------------------------------------------------------
void AudioManager::update()
{
Coord3D groundPos, microphonePos;
TheTacticalView->getPosition( &groundPos );
Real angle = TheTacticalView->getAngle();
Matrix3D rot = Matrix3D::Identity;
rot.Rotate_Z( angle );
Vector3 forward( 0, 1, 0 );
rot.mulVector3( forward );
Real desiredHeight = TheAudio->getAudioSettings()->m_microphoneDesiredHeightAboveTerrain;
Real maxPercentage = TheAudio->getAudioSettings()->m_microphoneMaxPercentageBetweenGroundAndCamera;
Coord3D lookTo;
lookTo.set(forward.X, forward.Y, forward.Z);
//Kris: At this point, the microphone is calculated to be at the ground position where the camera is looking at.
//Instead we want to move the microphone towards the camera. Hopefully, it'll be a desired altitude, but if it
//gets too close to the camera (or even past it), that would be undesirable. Therefore, we have a backup method
//of making sure we only go a certain percentage towards the camera or the desired height, whichever occurs first.
Coord3D cameraPos = TheTacticalView->get3DCameraPosition();
Coord3D groundToCameraVector;
groundToCameraVector.set( &cameraPos );
groundToCameraVector.sub( &groundPos );
Real bestScaleFactor;
if( cameraPos.z <= desiredHeight || groundToCameraVector.z <= 0.0f )
{
//Use the percentage calculation!
bestScaleFactor = maxPercentage;
}
else
{
//Calculate the stopping position of the groundToCameraVector when we force z to be m_microphoneDesiredHeightAboveTerrain
Real zScale = desiredHeight / groundToCameraVector.z;
//Use the smallest of the two scale calculations
bestScaleFactor = MIN( maxPercentage, zScale );
}
//Now apply the best scalar to the ground-to-camera vector.
groundToCameraVector.scale( bestScaleFactor );
//Set the microphone to be the ground position adjusted for terrain plus the vector we just calculated.
groundPos.z = TheTerrainLogic->getGroundHeight( groundPos.x, groundPos.y );
microphonePos.set( &groundPos );
microphonePos.add( &groundToCameraVector );
//Viola! A properly placed microphone.
setListenerPosition( µphonePos, &lookTo );
//Now determine if we would like to boost the volume based on the camera being close to the microphone!
Real maxBoostScalar = TheAudio->getAudioSettings()->m_zoomSoundVolumePercentageAmount;
Real minDist = TheAudio->getAudioSettings()->m_zoomMinDistance;
Real maxDist = TheAudio->getAudioSettings()->m_zoomMaxDistance;
//We can't boost a sound above 100%, instead reduce the normal sound level.
m_zoomVolume = 1.0f - maxBoostScalar;
//Are we even using a boost?
if( maxBoostScalar > 0.0f )
{
//How far away is the camera from the microphone?
Coord3D vector = cameraPos;
vector.sub( µphonePos );
Real dist = vector.length();
if( dist < minDist )
{
//Max volume!
m_zoomVolume = 1.0f;
}
else if( dist < maxDist )
{
//Determine what the boost amount will be.
Real scalar = (dist - minDist) / (maxDist - minDist);
m_zoomVolume = 1.0f - scalar * maxBoostScalar;
}
}
set3DVolumeAdjustment( m_zoomVolume );
}
//-------------------------------------------------------------------------------------------------
void AudioManager::getInfoForAudioEvent( const AudioEventRTS *eventToFindAndFill ) const
{
if (!eventToFindAndFill) {
return;
}
if (eventToFindAndFill->getAudioEventInfo()) {
// already done
return;
}
eventToFindAndFill->setAudioEventInfo(findAudioEventInfo(eventToFindAndFill->getEventName()));
}
//-------------------------------------------------------------------------------------------------
AudioHandle AudioManager::addAudioEvent(const AudioEventRTS *eventToAdd)
{
if (eventToAdd->getEventName().isEmpty() || eventToAdd->getEventName() == AsciiString("NoSound")) {
return AHSV_NoSound;
}
#ifdef INTENSIVE_AUDIO_DEBUG
DEBUG_LOG(("AUDIO (%d): Received addAudioEvent('%s')", TheGameLogic->getFrame(), eventToAdd->getEventName().str()));
#endif
if (!eventToAdd->getAudioEventInfo()) {
getInfoForAudioEvent(eventToAdd);
if (!eventToAdd->getAudioEventInfo()) {
DEBUG_CRASH(("No info for requested audio event '%s'\n", eventToAdd->getEventName().str()));
return AHSV_Error;
}
}
switch (eventToAdd->getAudioEventInfo()->m_soundType)
{
case AT_Music:
if (!isOn(AudioAffect_Music))
return AHSV_NoSound;
break;
case AT_SoundEffect:
if (!isOn(AudioAffect_Sound) || !isOn(AudioAffect_Sound3D))
return AHSV_NoSound;
break;
case AT_Streaming:
if (!isOn(AudioAffect_Speech))
return AHSV_NoSound;
break;
}
// if we're currently playing uninterruptable speech, then disallow the addition of this sample
if (getDisallowSpeech() && eventToAdd->getAudioEventInfo()->m_soundType == AT_Streaming) {
return AHSV_NoSound;
}
AudioEventRTS *audioEvent = MSGNEW("AudioEventRTS") AudioEventRTS(*eventToAdd); // poolify
audioEvent->setPlayingHandle( allocateNewHandle() );
audioEvent->generateFilename(); // which file are we actually going to play?
((AudioEventRTS*)eventToAdd)->setPlayingAudioIndex( audioEvent->getPlayingAudioIndex() );
audioEvent->generatePlayInfo(); // generate pitch shift and volume shift now as well
std::list >::iterator it;
for (it = m_adjustedVolumes.begin(); it != m_adjustedVolumes.end(); ++it) {
if (it->first == audioEvent->getEventName()) {
audioEvent->setVolume(it->second);
break;
}
}
if (!audioEvent->getUninterruptable()) {
if (!shouldPlayLocally(audioEvent)) {
releaseAudioEventRTS(audioEvent);
return AHSV_NotForLocal;
}
}
// cull muted audio
if (audioEvent->getVolume() < TheAudio->getAudioSettings()->m_minVolume) {
#ifdef INTENSIVE_AUDIO_DEBUG
DEBUG_LOG((" - culled due to muting (%d).\n", audioEvent->getVolume()));
#endif
releaseAudioEventRTS(audioEvent);
return AHSV_Muted;
}
AudioType type = eventToAdd->getAudioEventInfo()->m_soundType;
if (type == AT_Music)
{
m_music->addAudioEvent(audioEvent);
}
else
{
//Possible to nuke audioEvent inside.
m_sound->addAudioEvent(audioEvent);
}
if( audioEvent )
{
return audioEvent->getPlayingHandle();
}
return AHSV_NoSound;
}
//-------------------------------------------------------------------------------------------------
Bool AudioManager::isValidAudioEvent(const AudioEventRTS *eventToCheck) const
{
if (eventToCheck->getEventName().isEmpty()) {
return false;
}
getInfoForAudioEvent(eventToCheck);
return (eventToCheck->getAudioEventInfo() != NULL);
}
//-------------------------------------------------------------------------------------------------
Bool AudioManager::isValidAudioEvent( AudioEventRTS *eventToCheck ) const
{
if( eventToCheck->getEventName().isEmpty() )
{
return false;
}
getInfoForAudioEvent( eventToCheck );
return( eventToCheck->getAudioEventInfo() );
}
//-------------------------------------------------------------------------------------------------
void AudioManager::addTrackName( const AsciiString& trackName )
{
m_musicTracks.push_back(trackName);
}
//-------------------------------------------------------------------------------------------------
AsciiString AudioManager::nextTrackName(const AsciiString& currentTrack )
{
std::vector::iterator it;
for (it = m_musicTracks.begin(); it != m_musicTracks.end(); ++it) {
if (*it == currentTrack) {
break;
}
}
if (it != m_musicTracks.end()) {
++it;
}
if (it == m_musicTracks.end()) {
it = m_musicTracks.begin();
if (it == m_musicTracks.end()) {
return AsciiString::TheEmptyString;
}
}
return *it;
}
//-------------------------------------------------------------------------------------------------
AsciiString AudioManager::prevTrackName(const AsciiString& currentTrack )
{
std::vector::reverse_iterator rit;
for (rit = m_musicTracks.rbegin(); rit != m_musicTracks.rend(); ++rit) {
if (*rit == currentTrack) {
break;
}
}
if (rit != m_musicTracks.rend()) {
++rit;
}
if (rit == m_musicTracks.rend()) {
rit = m_musicTracks.rbegin();
if (rit == m_musicTracks.rend()) {
return AsciiString::TheEmptyString;
}
}
return *rit;
}
//-------------------------------------------------------------------------------------------------
void AudioManager::removeAudioEvent(AudioHandle audioEvent)
{
if (audioEvent == AHSV_StopTheMusic || audioEvent == AHSV_StopTheMusicFade) {
m_music->removeAudioEvent(audioEvent);
return;
}
if (audioEvent < AHSV_FirstHandle) {
return;
}
AudioRequest *req = allocateAudioRequest( false );
req->m_handleToInteractOn = audioEvent;
req->m_request = AR_Stop;
appendAudioRequest( req );
}
//-------------------------------------------------------------------------------------------------
void AudioManager::setAudioEventEnabled( AsciiString eventToAffect, Bool enable )
{
setAudioEventVolumeOverride(eventToAffect, (enable ? -1.0f : 0.0f) );
}
//-------------------------------------------------------------------------------------------------
void AudioManager::setAudioEventVolumeOverride( AsciiString eventToAffect, Real newVolume )
{
if (eventToAffect == AsciiString::TheEmptyString) {
m_adjustedVolumes.clear();
return;
}
// Find any playing audio events and adjust their volume accordingly.
if (newVolume != -1.0f) {
adjustVolumeOfPlayingAudio(eventToAffect, newVolume);
}
std::list >::iterator it;
for (it = m_adjustedVolumes.begin(); it != m_adjustedVolumes.end(); ++it) {
if (it->first == eventToAffect) {
if (newVolume == -1.0f) {
m_adjustedVolumes.erase(it);
return;
} else {
it->second = newVolume;
return;
}
}
}
if (newVolume != -1.0f) {
std::pair newPair;
newPair.first = eventToAffect;
newPair.second = newVolume;
m_adjustedVolumes.push_front(newPair);
}
}
//-------------------------------------------------------------------------------------------------
void AudioManager::removeAudioEvent( AsciiString eventToRemove )
{
removePlayingAudio( eventToRemove );
}
//-------------------------------------------------------------------------------------------------
void AudioManager::removeDisabledEvents()
{
removeAllDisabledAudio();
}
//-------------------------------------------------------------------------------------------------
Bool AudioManager::isCurrentlyPlaying( AudioHandle audioEvent )
{
return true;
}
//-------------------------------------------------------------------------------------------------
UnsignedInt AudioManager::translateSpeakerTypeToUnsignedInt( const AsciiString& speakerType )
{
for (UnsignedInt i = 0; TheSpeakerTypes[i]; ++i) {
if (TheSpeakerTypes[i] == speakerType) {
return i;
}
}
return 0;
}
//-------------------------------------------------------------------------------------------------
AsciiString AudioManager::translateUnsignedIntToSpeakerType( UnsignedInt speakerType )
{
if (speakerType >= TheSpeakerTypesCount) {
return TheSpeakerTypes[0];
}
return TheSpeakerTypes[speakerType];
}
//-------------------------------------------------------------------------------------------------
Bool AudioManager::isOn( AudioAffect whichToGet ) const
{
if (whichToGet & AudioAffect_Music) {
return m_musicOn;
} else if (whichToGet & AudioAffect_Sound) {
return m_soundOn;
} else if (whichToGet & AudioAffect_Sound3D) {
return m_sound3DOn;
}
// Speech
return m_speechOn;
}
//-------------------------------------------------------------------------------------------------
void AudioManager::setOn( Bool turnOn, AudioAffect whichToAffect )
{
if (whichToAffect & AudioAffect_Music) {
m_musicOn = turnOn;
}
if (whichToAffect & AudioAffect_Sound) {
m_soundOn = turnOn;
}
if (whichToAffect & AudioAffect_Sound3D) {
m_sound3DOn = turnOn;
}
if (whichToAffect & AudioAffect_Speech) {
m_speechOn = turnOn;
}
}
//-------------------------------------------------------------------------------------------------
void AudioManager::setVolume( Real volume, AudioAffect whichToAffect )
{
if (whichToAffect & AudioAffect_Music) {
if (whichToAffect & AudioAffect_SystemSetting) {
m_systemMusicVolume = volume;
} else {
m_scriptMusicVolume = volume;
}
m_musicVolume = m_scriptMusicVolume * m_systemMusicVolume;
}
if (whichToAffect & AudioAffect_Sound) {
if (whichToAffect & AudioAffect_SystemSetting) {
m_systemSoundVolume = volume;
} else {
m_scriptSoundVolume = volume;
}
m_soundVolume = m_scriptSoundVolume * m_systemSoundVolume;
}
if (whichToAffect & AudioAffect_Sound3D) {
if (whichToAffect & AudioAffect_SystemSetting) {
m_systemSound3DVolume = volume;
} else {
m_scriptSound3DVolume = volume;
}
m_sound3DVolume = m_scriptSound3DVolume * m_systemSound3DVolume;
}
if (whichToAffect & AudioAffect_Speech) {
if (whichToAffect & AudioAffect_SystemSetting) {
m_systemSpeechVolume = volume;
} else {
m_scriptSpeechVolume = volume;
}
m_speechVolume = m_scriptSpeechVolume * m_systemSpeechVolume;
}
m_volumeHasChanged = true;
}
//-------------------------------------------------------------------------------------------------
Real AudioManager::getVolume( AudioAffect whichToGet )
{
if (whichToGet & AudioAffect_Music) {
return m_musicVolume;
} else if (whichToGet & AudioAffect_Sound) {
return m_soundVolume;
} else if (whichToGet & AudioAffect_Sound3D) {
return m_sound3DVolume;
}
// Speech
return m_speechVolume;
}
//-------------------------------------------------------------------------------------------------
void AudioManager::set3DVolumeAdjustment( Real volumeAdjustment )
{
m_sound3DVolume = volumeAdjustment * m_scriptSound3DVolume * m_systemSound3DVolume;
// clamp
if (m_sound3DVolume < 0.0f)
m_sound3DVolume = 0.0f;
if (m_sound3DVolume > 1.0f)
m_sound3DVolume = 1.0f;
if ( ! has3DSensitiveStreamsPlaying() )
m_volumeHasChanged = TRUE;
}
//-------------------------------------------------------------------------------------------------
void AudioManager::setListenerPosition( const Coord3D *newListenerPos, const Coord3D *newListenerOrientation )
{
m_listenerPosition = *newListenerPos;
m_listenerOrientation = *newListenerOrientation;
}
//-------------------------------------------------------------------------------------------------
const Coord3D *AudioManager::getListenerPosition( void ) const
{
return &m_listenerPosition;
}
//-------------------------------------------------------------------------------------------------
AudioRequest *AudioManager::allocateAudioRequest( Bool useAudioEvent )
{
AudioRequest *audioReq = newInstance(AudioRequest);
audioReq->m_usePendingEvent = useAudioEvent;
audioReq->m_requiresCheckForSample = false;
return audioReq;
}
//-------------------------------------------------------------------------------------------------
void AudioManager::releaseAudioRequest( AudioRequest *requestToRelease )
{
if (requestToRelease) {
requestToRelease->deleteInstance();
}
}
//-------------------------------------------------------------------------------------------------
void AudioManager::appendAudioRequest( AudioRequest *m_request )
{
m_audioRequests.push_back(m_request);
}
//-------------------------------------------------------------------------------------------------
// Remove all pending audio requests
void AudioManager::removeAllAudioRequests( void )
{
std::list::iterator it;
for ( it = m_audioRequests.begin(); it != m_audioRequests.end(); it++ ) {
releaseAudioRequest( *it );
}
m_audioRequests.clear();
}
//-------------------------------------------------------------------------------------------------
void AudioManager::processRequestList( void )
{
}
//-------------------------------------------------------------------------------------------------
AudioEventInfo *AudioManager::newAudioEventInfo( AsciiString audioName )
{
AudioEventInfo *eventInfo = findAudioEventInfo(audioName);
if (eventInfo) {
DEBUG_CRASH(("Requested add of '%s' multiple times. Is this intentional? - jkmcd\n", audioName.str()));
return eventInfo;
}
m_allAudioEventInfo[audioName] = newInstance(AudioEventInfo);
return m_allAudioEventInfo[audioName];
}
//-------------------------------------------------------------------------------------------------
// Add an AudioEventInfo structure allocated elsewhere to the audio event list
void AudioManager::addAudioEventInfo( AudioEventInfo * newEvent )
{
// Warning: Don't try to copy the structure. It may be a derived class
AudioEventInfo *eventInfo = findAudioEventInfo( newEvent->m_audioName );
if (eventInfo)
{
DEBUG_CRASH(("Requested add of '%s' multiple times. Is this intentional? - jkmcd\n", newEvent->m_audioName.str()));
*eventInfo = *newEvent;
}
else
{
m_allAudioEventInfo[newEvent->m_audioName] = newEvent;
}
}
//-------------------------------------------------------------------------------------------------
AudioEventInfo *AudioManager::findAudioEventInfo( AsciiString eventName ) const
{
AudioEventInfoHash::const_iterator it;
it = m_allAudioEventInfo.find(eventName);
if (it == m_allAudioEventInfo.end()) {
return NULL;
}
return (*it).second;
}
//-------------------------------------------------------------------------------------------------
// Remove all AudioEventInfo's with the m_isLevelSpecific flag
void AudioManager::removeLevelSpecificAudioEventInfos(void)
{
AudioEventInfoHash::iterator it = m_allAudioEventInfo.begin();
while ( it != m_allAudioEventInfo.end() )
{
AudioEventInfoHash::iterator next = it; // Make sure erase doesn't cause problems
next++;
if ( it->second->isLevelSpecific() )
{
it->second->deleteInstance();
m_allAudioEventInfo.erase( it );
}
it = next;
}
}
//-------------------------------------------------------------------------------------------------
const AudioSettings *AudioManager::getAudioSettings( void ) const
{
return m_audioSettings;
}
//-------------------------------------------------------------------------------------------------
AudioSettings *AudioManager::friend_getAudioSettings( void )
{
return m_audioSettings;
}
//-------------------------------------------------------------------------------------------------
const MiscAudio *AudioManager::getMiscAudio( void ) const
{
return m_miscAudio;
}
//-------------------------------------------------------------------------------------------------
MiscAudio *AudioManager::friend_getMiscAudio( void )
{
return m_miscAudio;
}
//-------------------------------------------------------------------------------------------------
const FieldParse *AudioManager::getFieldParseTable( void ) const
{
return audioSettingsFieldParseTable;
}
//-------------------------------------------------------------------------------------------------
void AudioManager::refreshCachedVariables()
{
m_hardwareAccel = isCurrentProviderHardwareAccelerated();
m_surroundSpeakers = isCurrentSpeakerTypeSurroundSound();
}
//-------------------------------------------------------------------------------------------------
Real AudioManager::getAudioLengthMS( const AudioEventRTS *event )
{
if (!event->getAudioEventInfo()) {
getInfoForAudioEvent(event);
if (!event->getAudioEventInfo()) {
return 0.0f;
}
}
AudioEventRTS tmpEvent = *event;
tmpEvent.generateFilename();
tmpEvent.generatePlayInfo();
return getFileLengthMS(tmpEvent.getAttackFilename()) +
getFileLengthMS(tmpEvent.getFilename()) +
getFileLengthMS(tmpEvent.getDecayFilename());
}
//-------------------------------------------------------------------------------------------------
Bool AudioManager::isMusicAlreadyLoaded(void) const
{
const AudioEventInfo *musicToLoad = NULL;
AudioEventInfoHash::const_iterator it;
for (it = m_allAudioEventInfo.begin(); it != m_allAudioEventInfo.end(); ++it) {
if (it->second) {
const AudioEventInfo *aet = it->second;
if (aet->m_soundType == AT_Music) {
musicToLoad = aet;
}
}
}
if (!musicToLoad) {
return FALSE;
}
AudioEventRTS aud;
aud.setAudioEventInfo(musicToLoad);
aud.generateFilename();
AsciiString astr = aud.getFilename();
return (TheFileSystem->doesFileExist(astr.str()));
}
//-------------------------------------------------------------------------------------------------
void AudioManager::findAllAudioEventsOfType( AudioType audioType, std::vector& allEvents )
{
AudioEventInfoHashIt it;
for (it = m_allAudioEventInfo.begin(); it != m_allAudioEventInfo.end(); ++it) {
AudioEventInfo *aud = (*it).second;
if (aud->m_soundType == audioType) {
allEvents.push_back(aud);
}
}
}
//-------------------------------------------------------------------------------------------------
Bool AudioManager::isCurrentProviderHardwareAccelerated()
{
for (Int i = 0; i < MAX_HW_PROVIDERS; ++i) {
if (getProviderName(getSelectedProvider()) == TheAudio->getAudioSettings()->m_preferred3DProvider[i]) {
return TRUE;
}
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
Bool AudioManager::isCurrentSpeakerTypeSurroundSound()
{
return (getSpeakerType() == TheAudio->getAudioSettings()->m_defaultSpeakerType3D);
}
//-------------------------------------------------------------------------------------------------
Bool AudioManager::shouldPlayLocally(const AudioEventRTS *audioEvent)
{
Player *localPlayer = ThePlayerList->getLocalPlayer();
if( !localPlayer->isPlayerActive() )
{
//We are dead, thus are observing. Get the player we are observing. It's
//possible that we're not looking at any player, therefore it can be NULL.
localPlayer = TheControlBar->getObserverLookAtPlayer();
}
const AudioEventInfo *ei = audioEvent->getAudioEventInfo();
// Music should always play locally.
if (ei->m_soundType == AT_Music) {
return TRUE;
}
if (!BitTest(ei->m_type, (ST_PLAYER | ST_ALLIES | ST_ENEMIES | ST_EVERYONE))) {
DEBUG_CRASH(("No player restrictions specified for '%s'. Using Everyone.\n", ei->m_audioName.str()));
return TRUE;
}
if (BitTest(ei->m_type, ST_EVERYONE)) {
return TRUE;
}
Player *owningPlayer = ThePlayerList->getNthPlayer(audioEvent->getPlayerIndex());
if (BitTest(ei->m_type, ST_PLAYER) && BitTest(ei->m_type, ST_UI) && owningPlayer == NULL) {
DEBUG_ASSERTCRASH(!TheGameLogic->isInGameLogicUpdate(), ("Playing %s sound -- player-based UI sound without specifying a player.\n"));
return TRUE;
}
if (owningPlayer == NULL) {
DEBUG_CRASH(("Sound '%s' expects an owning player, but the audio event that created it didn't specify one.\n", ei->m_audioName.str()));
return FALSE;
}
if( !localPlayer )
{
return FALSE;
}
const Team *localTeam = localPlayer->getDefaultTeam();
if (localTeam == NULL) {
return FALSE;
}
if (BitTest(ei->m_type, ST_PLAYER)) {
return owningPlayer == localPlayer;
}
if (BitTest(ei->m_type, ST_ALLIES)) {
// We have to also check that the owning player isn't the local player, because PLAYER
// wasn't specified, or we wouldn't have gotten here.
return (owningPlayer != localPlayer) && owningPlayer->getRelationship(localTeam) == ALLIES;
}
if (BitTest(ei->m_type, ST_ENEMIES)) {
return owningPlayer->getRelationship(localTeam) == ENEMIES;
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
AudioHandle AudioManager::allocateNewHandle( void )
{
// note, intenionally a post increment rather than a pre increment.
return theAudioHandlePool++;
}
//-------------------------------------------------------------------------------------------------
void AudioManager::releaseAudioEventRTS( AudioEventRTS *eventToRelease )
{
if( eventToRelease )
{
delete eventToRelease;
eventToRelease = NULL;
}
}
//-------------------------------------------------------------------------------------------------
void AudioManager::loseFocus( void )
{
DEBUG_ASSERTLOG(m_savedValues == NULL, ("AudioManager::loseFocus() - leak - jkmcd\n"));
// In this case, make all the audio go silent.
m_savedValues = NEW Real[NUM_VOLUME_TYPES];
m_savedValues[0] = m_systemMusicVolume;
m_savedValues[1] = m_systemSoundVolume;
m_savedValues[2] = m_systemSound3DVolume;
m_savedValues[3] = m_systemSpeechVolume;
// Now, set them all to 0.
setVolume(0.0f, (AudioAffect) (AudioAffect_All | AudioAffect_SystemSetting));
}
//-------------------------------------------------------------------------------------------------
void AudioManager::regainFocus( void )
{
if (!m_savedValues) {
return;
}
// We got focus back. Restore the previous audio values.
setVolume(m_savedValues[0], (AudioAffect) (AudioAffect_Music | AudioAffect_SystemSetting));
setVolume(m_savedValues[1], (AudioAffect) (AudioAffect_Sound | AudioAffect_SystemSetting));
setVolume(m_savedValues[2], (AudioAffect) (AudioAffect_Sound3D | AudioAffect_SystemSetting));
setVolume(m_savedValues[3], (AudioAffect) (AudioAffect_Speech | AudioAffect_SystemSetting));
// Now, blow away the old volumes.
delete [] m_savedValues;
m_savedValues = NULL;
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
void INI::parseAudioSettingsDefinition( INI *ini )
{
ini->initFromINI(TheAudio->friend_getAudioSettings(), TheAudio->getFieldParseTable());
// time to override the volume settings, default 3-D provider, and speaker setup with the
// ones stored from the prefs
OptionPreferences prefs;
TheAudio->setPreferredProvider(prefs.getPreferred3DProvider());
TheAudio->setPreferredSpeaker(prefs.getSpeakerType());
Real relative2DVolume = TheAudio->getAudioSettings()->m_relative2DVolume;
relative2DVolume = MIN( 1.0f, MAX( -1.0f, relative2DVolume ) );
TheAudio->friend_getAudioSettings()->m_preferredSoundVolume = prefs.getSoundVolume() / 100.0f;
TheAudio->friend_getAudioSettings()->m_preferred3DSoundVolume = prefs.get3DSoundVolume() / 100.0f;
TheAudio->friend_getAudioSettings()->m_preferredSpeechVolume = prefs.getSpeechVolume() / 100.0f;
TheAudio->friend_getAudioSettings()->m_preferredMusicVolume = prefs.getMusicVolume() / 100.0f;
}
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
void parseSpeakerType( INI *ini, void *instance, void *store, const void* userData )
{
AsciiString str;
ini->parseAsciiString( ini, instance, &str, userData );
(*(UnsignedInt*)store) = TheAudio->translateSpeakerTypeToUnsignedInt(str);
}