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- /*
- ** Command & Conquer Generals(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) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: AudioEventInfo.h /////////////////////////////////////////////////////////////////////////
- // AudioEventInfo structure
- // Author: John K. McDonald, March 2002
- #pragma once
- #ifndef _H_AUDIOEVENTINFO_
- #define _H_AUDIOEVENTINFO_
- #include "Common/AsciiString.h"
- #include "Common/GameMemory.h"
- #include "Common/STLTypedefs.h"
- // DEFINES
- #define NO_INTENSIVE_AUDIO_DEBUG
- // FORWARD DECLARATIONS ///////////////////////////////////////////////////////////////////////////
- struct FieldParse;
- // USEFUL DECLARATIONS ////////////////////////////////////////////////////////////////////////////
- enum AudioType
- {
- AT_Music,
- AT_Streaming,
- AT_SoundEffect
- };
- extern char *theAudioPriorityNames[];
- enum AudioPriority
- {
- AP_LOWEST,
- AP_LOW,
- AP_NORMAL,
- AP_HIGH,
- AP_CRITICAL
- };
- extern char *theSoundTypeNames[];
- enum SoundType
- {
- ST_UI = 0x0001,
- ST_WORLD = 0x0002,
- ST_SHROUDED = 0x0004,
- ST_GLOBAL = 0x0008,
- ST_VOICE = 0x0010,
- ST_PLAYER = 0x0020,
- ST_ALLIES = 0x0040,
- ST_ENEMIES = 0x0080,
- ST_EVERYONE = 0x0100,
- };
- extern char *theAudioControlNames[];
- enum AudioControl
- {
- AC_LOOP = 0x0001,
- AC_RANDOM = 0x0002,
- AC_ALL = 0x0004,
- AC_POSTDELAY = 0x0008,
- AC_INTERRUPT = 0x0010,
- };
- struct AudioEventInfo : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AudioEventInfo, "AudioEventInfo" )
- public:
- AsciiString m_audioName; // This name matches the name of the AudioEventRTS
- AsciiString m_filename; // For music tracks, this is the filename of the track
- Real m_volume; // Desired volume of this audio
- Real m_volumeShift; // Desired volume shift of the audio
- Real m_minVolume; // Clamped minimum value, useful when muting sound effects
- Real m_pitchShiftMin; // minimum pitch shift value
- Real m_pitchShiftMax; // maximum pitch shift value
- Int m_delayMin; // minimum delay before we'll fire up another one of these
- Int m_delayMax; // maximum delay before we'll fire up another one of these
- Int m_limit; // Limit to the number of these sounds that can be fired up simultaneously
- Int m_loopCount; // number of times to loop this sound
-
- AudioPriority m_priority; // Priority of this sound
- UnsignedInt m_type; // Type of sound
- UnsignedInt m_control; // control of sound
- std::vector<AsciiString> m_soundsMorning; // Sounds to play in the wee hours of the morning
- std::vector<AsciiString> m_sounds; // Default sounds to play
- std::vector<AsciiString> m_soundsNight; // Sounds to play at night
- std::vector<AsciiString> m_soundsEvening; // Sounds to play in the evening
- std::vector<AsciiString> m_attackSounds;
- std::vector<AsciiString> m_decaySounds;
- Real m_lowPassFreq; // When performing low pass filters, what is the maximum frequency heard, expressed as a percentage?
- Real m_minDistance; // less than this distance and the sound behaves as though it is at minDistance
- Real m_maxDistance; // greater than this distance and the sound behaves as though it is muted
- AudioType m_soundType; // This should be either Music, Streaming or SoundEffect
-
- static const FieldParse m_audioEventInfo[]; ///< the parse table for INI definition
- const FieldParse *getFieldParse( void ) const { return m_audioEventInfo; }
- };
- #endif /* _H_AUDIOEVENTINFO_ */
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