SoundSceneObj.h 11 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WWAudio *
  23. * *
  24. * $Archive:: /Commando/Code/WWAudio/SoundSceneObj.h $*
  25. * *
  26. * $Modtime:: 8/24/01 3:51p $*
  27. * *
  28. * $Revision:: 12 $*
  29. * *
  30. *---------------------------------------------------------------------------------------------*
  31. * Functions: *
  32. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  33. #if defined(_MSC_VER)
  34. #pragma once
  35. #endif
  36. #ifndef __SOUND_SCENE_OBJ_H
  37. #define __SOUND_SCENE_OBJ_H
  38. #include "Refcount.H"
  39. #include "WWAudio.H"
  40. #include "BitType.H"
  41. #include "persist.h"
  42. #include "multilist.h"
  43. #include "mutex.h"
  44. /////////////////////////////////////////////////////////////////////////////////
  45. // Forward declarations
  46. /////////////////////////////////////////////////////////////////////////////////
  47. class SoundCullObjClass;
  48. class SoundSceneClass;
  49. class RenderObjClass;
  50. class Vector3;
  51. class Matrix3D;
  52. class LogicalListenerClass;
  53. class LogicalSoundClass;
  54. class Sound3DClass;
  55. class SoundPseudo3DClass;
  56. class FilteredSoundClass;
  57. class Listener3DClass;
  58. class AudibleSoundClass;
  59. /////////////////////////////////////////////////////////////////////////////////
  60. // Constants
  61. /////////////////////////////////////////////////////////////////////////////////
  62. const uint32 SOUND_OBJ_DEFAULT_ID = 0;
  63. const uint32 SOUND_OBJ_START_ID = 1000000000;
  64. /////////////////////////////////////////////////////////////////////////////////
  65. //
  66. // SoundSceneObjClass
  67. //
  68. // Abstract base class to defines an interface for any sound
  69. // object that will be inserted in the culling system.
  70. //
  71. /////////////////////////////////////////////////////////////////////////////////
  72. class SoundSceneObjClass : public MultiListObjectClass, public PersistClass, public RefCountClass
  73. {
  74. public:
  75. //////////////////////////////////////////////////////////////////////
  76. // Public friends
  77. //////////////////////////////////////////////////////////////////////
  78. friend class SoundSceneClass;
  79. friend class WWAudioClass;
  80. friend class HandleMgrClass;
  81. //////////////////////////////////////////////////////////////////////
  82. // Public constructors/destructors
  83. //////////////////////////////////////////////////////////////////////
  84. SoundSceneObjClass (void);
  85. SoundSceneObjClass (const SoundSceneObjClass &src);
  86. virtual ~SoundSceneObjClass (void);
  87. //////////////////////////////////////////////////////////////////////
  88. // Public operators
  89. //////////////////////////////////////////////////////////////////////
  90. const SoundSceneObjClass &operator= (const SoundSceneObjClass &src);
  91. //////////////////////////////////////////////////////////////////////
  92. // Public methods
  93. //////////////////////////////////////////////////////////////////////
  94. //////////////////////////////////////////////////////////////////////
  95. // Conversion methods
  96. //////////////////////////////////////////////////////////////////////
  97. virtual Sound3DClass * As_Sound3DClass (void) { return NULL; }
  98. virtual SoundPseudo3DClass * As_SoundPseudo3DClass (void) { return NULL; }
  99. virtual FilteredSoundClass * As_FilteredSoundClass (void) { return NULL; }
  100. virtual Listener3DClass * As_Listener3DClass (void) { return NULL; }
  101. virtual AudibleSoundClass * As_AudibleSoundClass(void) { return NULL; }
  102. //////////////////////////////////////////////////////////////////////
  103. // Identification methods
  104. //////////////////////////////////////////////////////////////////////
  105. virtual uint32 Get_ID (void) const { return m_ID; }
  106. virtual void Set_ID (uint32 id);
  107. //////////////////////////////////////////////////////////////////////
  108. // Update methods
  109. //////////////////////////////////////////////////////////////////////
  110. virtual bool On_Frame_Update (unsigned int milliseconds = 0);
  111. //////////////////////////////////////////////////////////////////////
  112. // Event handling
  113. //////////////////////////////////////////////////////////////////////
  114. virtual void On_Event (AudioCallbackClass::EVENTS event, uint32 param1 = 0, uint32 param2 = 0);
  115. virtual void Register_Callback (AudioCallbackClass::EVENTS events, AudioCallbackClass *callback);
  116. //////////////////////////////////////////////////////////////////////
  117. // Position/direction methods
  118. //////////////////////////////////////////////////////////////////////
  119. virtual void Set_Position (const Vector3 &position) = 0;
  120. virtual Vector3 Get_Position (void) const = 0;
  121. virtual void Set_Listener_Transform (const Matrix3D &tm) {};
  122. virtual void Set_Transform (const Matrix3D &transform) = 0;
  123. virtual Matrix3D Get_Transform (void) const = 0;
  124. //////////////////////////////////////////////////////////////////////
  125. // Culling methods
  126. //////////////////////////////////////////////////////////////////////
  127. virtual void Cull_Sound (bool culled = true) = 0;
  128. virtual bool Is_Sound_Culled (void) const = 0;
  129. //////////////////////////////////////////////////////////////////////
  130. // User data methods
  131. //////////////////////////////////////////////////////////////////////
  132. virtual void Set_User_Data (RefCountClass *user_obj = NULL, uint32 user = 0) { REF_PTR_SET (m_UserObj, user_obj); m_UserData = user; }
  133. virtual uint32 Get_User_Data (void) const { return m_UserData; }
  134. virtual RefCountClass *Peek_User_Obj (void) const { return m_UserObj; }
  135. //////////////////////////////////////////////////////////////////////
  136. // Attached object methods
  137. //////////////////////////////////////////////////////////////////////
  138. virtual void Attach_To_Object (RenderObjClass *render_obj, int bone_index = -1);
  139. virtual void Attach_To_Object (RenderObjClass *render_obj, const char *bone_name);
  140. virtual RenderObjClass *Peek_Parent_Object (void) { return m_AttachedObject; }
  141. virtual int Get_Parent_Bone (void) { return m_AttachedBone; }
  142. virtual void Apply_Auto_Position (void);
  143. //////////////////////////////////////////////////////////////////////
  144. // Scene integration
  145. //////////////////////////////////////////////////////////////////////
  146. virtual void Add_To_Scene (bool start_playing = true) = 0;
  147. virtual void Remove_From_Scene (void) = 0;
  148. virtual bool Is_In_Scene (void) const { return m_Scene != NULL; }
  149. //////////////////////////////////////////////////////////////////////
  150. // Attenuation settings
  151. //////////////////////////////////////////////////////////////////////
  152. //
  153. // This is the distance where the sound can not be heard any longer. (its vol is 0)
  154. //
  155. virtual void Set_DropOff_Radius (float radius = 1) = 0;
  156. virtual float Get_DropOff_Radius (void) const = 0;
  157. //////////////////////////////////////////////////////////////////////
  158. // From PersistClass
  159. //////////////////////////////////////////////////////////////////////
  160. bool Save (ChunkSaveClass &csave);
  161. bool Load (ChunkLoadClass &cload);
  162. protected:
  163. //////////////////////////////////////////////////////////////////////
  164. // Handle information
  165. //////////////////////////////////////////////////////////////////////
  166. virtual SoundCullObjClass * Peek_Cullable_Wrapper (void) const { return m_PhysWrapper; }
  167. virtual void Set_Cullable_Wrapper (SoundCullObjClass *obj) { m_PhysWrapper = obj; }
  168. //////////////////////////////////////////////////////////////////////
  169. // Sound object managment
  170. //////////////////////////////////////////////////////////////////////
  171. static void Register_Sound_Object (SoundSceneObjClass *sound_obj);
  172. static void Unregister_Sound_Object (SoundSceneObjClass *sound_obj);
  173. static bool Find_Sound_Object (uint32 id_to_find, int *index);
  174. //////////////////////////////////////////////////////////////////////
  175. // Protected member data
  176. //////////////////////////////////////////////////////////////////////
  177. SoundSceneClass * m_Scene;
  178. SoundCullObjClass * m_PhysWrapper;
  179. AudioCallbackClass * m_pCallback;
  180. AudioCallbackClass::EVENTS m_RegisteredEvents;
  181. uint32 m_ID;
  182. RenderObjClass * m_AttachedObject;
  183. int m_AttachedBone;
  184. uint32 m_UserData;
  185. RefCountClass * m_UserObj;
  186. static DynamicVectorClass<SoundSceneObjClass *> m_GlobalSoundList;
  187. static uint32 m_NextAvailableID;
  188. static CriticalSectionClass m_IDListMutex;
  189. };
  190. //////////////////////////////////////////////////////////////////////////////
  191. //
  192. // On_Event
  193. //
  194. //////////////////////////////////////////////////////////////////////////////
  195. __inline void
  196. SoundSceneObjClass::On_Event
  197. (
  198. AudioCallbackClass::EVENTS event,
  199. uint32 param1,
  200. uint32 param2
  201. )
  202. {
  203. if ((m_pCallback != NULL) && (m_RegisteredEvents & event)) {
  204. switch (event)
  205. {
  206. case AudioCallbackClass::EVENT_SOUND_STARTED:
  207. m_pCallback->On_Sound_Started (this);
  208. break;
  209. case AudioCallbackClass::EVENT_SOUND_ENDED:
  210. m_pCallback->On_Sound_Ended (this);
  211. break;
  212. case AudioCallbackClass::EVENT_LOGICAL_HEARD:
  213. m_pCallback->On_Logical_Heard ((LogicalListenerClass *)param1, (LogicalSoundClass *)param2);
  214. break;
  215. }
  216. }
  217. return ;
  218. }
  219. //////////////////////////////////////////////////////////////////////////////
  220. //
  221. // Register_Callback
  222. //
  223. //////////////////////////////////////////////////////////////////////////////
  224. __inline void
  225. SoundSceneObjClass::Register_Callback
  226. (
  227. AudioCallbackClass::EVENTS events,
  228. AudioCallbackClass * callback
  229. )
  230. {
  231. m_RegisteredEvents = events;
  232. m_pCallback = callback;
  233. return ;
  234. }
  235. #endif //__SOUND_SCENE_OBJ_H