AUDIO.CPP 39 KB

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  1. /*
  2. ** Command & Conquer Red Alert(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. /* $Header: /CounterStrike/AUDIO.CPP 1 3/03/97 10:24a Joe_bostic $ */
  19. /***********************************************************************************************
  20. *** 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 ***
  21. ***********************************************************************************************
  22. * *
  23. * Project Name : Command & Conquer *
  24. * *
  25. * File Name : AUDIO.CPP *
  26. * *
  27. * Programmer : Joe L. Bostic *
  28. * *
  29. * Start Date : September 10, 1993 *
  30. * *
  31. * Last Update : November 1, 1996 [JLB] *
  32. * *
  33. *---------------------------------------------------------------------------------------------*
  34. * Functions: *
  35. * Is_Speaking -- Checks to see if the eva voice is still playing. *
  36. * Sound_Effect -- General purpose sound player. *
  37. * Sound_Effect -- Plays a sound effect in the tactical map. *
  38. * Speak -- Computer speaks to the player. *
  39. * Speak_AI -- Handles starting the EVA voices. *
  40. * Speech_Name -- Fetches the name for the voice specified. *
  41. * Stop_Speaking -- Forces the EVA voice to stop talking. *
  42. * Voc_From_Name -- Fetch VocType from ASCII name specified. *
  43. * Voc_Name -- Fetches the name for the sound effect. *
  44. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  45. #include "function.h"
  46. /***************************************************************************
  47. ** Controls what special effects may occur on the sound effect.
  48. */
  49. typedef enum {
  50. IN_NOVAR, // No variation or alterations allowed.
  51. IN_VAR // Infantry variance response modification.
  52. } ContextType;
  53. static struct {
  54. char const * Name; // Digitized voice file name.
  55. int Priority; // Playback priority of this sample.
  56. ContextType Where; // In what game context does this sample exist.
  57. } SoundEffectName[VOC_COUNT] = {
  58. /*
  59. ** Civilian voices (technicians too).
  60. */
  61. {"GIRLOKAY", 20, IN_NOVAR}, // VOC_GIRL_OKAY
  62. {"GIRLYEAH", 20, IN_NOVAR}, // VOC_GIRL_YEAH
  63. {"GUYOKAY1", 20, IN_NOVAR}, // VOC_GUY_OKAY
  64. {"GUYYEAH1", 20, IN_NOVAR}, // VOC_GUY_YEAH
  65. {"MINELAY1", 5, IN_VAR}, // VOC_MINELAY1
  66. /*
  67. ** Infantry and vehicle responses.
  68. */
  69. {"ACKNO", 20, IN_VAR}, // VOC_ACKNOWL "acknowledged"
  70. {"AFFIRM1", 20, IN_VAR}, // VOC_AFFIRM "affirmative"
  71. {"AWAIT1", 20, IN_VAR}, // VOC_AWAIT1 "awaiting orders"
  72. {"EAFFIRM1", 20, IN_NOVAR}, // VOC_ENG_AFFIRM Engineer: "affirmative"
  73. {"EENGIN1", 20, IN_NOVAR}, // VOC_ENG_ENG Engineer: "engineering"
  74. {"NOPROB", 20, IN_VAR}, // VOC_NO_PROB "not a problem"
  75. {"READY", 20, IN_VAR}, // VOC_READY "ready and waiting"
  76. {"REPORT1", 20, IN_VAR}, // VOC_REPORT "reporting"
  77. {"RITAWAY", 20, IN_VAR}, // VOC_RIGHT_AWAY "right away sir"
  78. {"ROGER", 20, IN_VAR}, // VOC_ROGER "roger"
  79. {"UGOTIT", 20, IN_VAR}, // VOC_UGOTIT "you got it"
  80. {"VEHIC1", 20, IN_VAR}, // VOC_VEHIC1 "vehicle reporting"
  81. {"YESSIR1", 20, IN_VAR}, // VOC_YESSIR "yes sir"
  82. {"DEDMAN1", 10, IN_NOVAR}, // VOC_SCREAM1 short infantry scream
  83. {"DEDMAN2", 10, IN_NOVAR}, // VOC_SCREAM3 short infantry scream
  84. {"DEDMAN3", 10, IN_NOVAR}, // VOC_SCREAM4 short infantry scream
  85. {"DEDMAN4", 10, IN_NOVAR}, // VOC_SCREAM5 short infantry scream
  86. {"DEDMAN5", 10, IN_NOVAR}, // VOC_SCREAM6 short infantry scream
  87. {"DEDMAN6", 10, IN_NOVAR}, // VOC_SCREAM7 short infantry scream
  88. {"DEDMAN7", 10, IN_NOVAR}, // VOC_SCREAM10 short infantry scream
  89. {"DEDMAN8", 10, IN_NOVAR}, // VOC_SCREAM11 short infantry scream
  90. {"DEDMAN10", 10, IN_NOVAR}, // VOC_YELL1 long infantry scream
  91. {"CHRONO2", 5, IN_NOVAR}, // VOC_CHRONO Chronosphere sound
  92. {"CANNON1", 1, IN_NOVAR}, // VOC_CANNON1 Cannon sound (medium).
  93. {"CANNON2", 1, IN_NOVAR}, // VOC_CANNON2 Cannon sound (short).
  94. {"IRONCUR9", 10, IN_NOVAR}, // VOC_IRON1
  95. {"EMOVOUT1", 20, IN_NOVAR}, // VOC_ENG_MOVEOUT Engineer: "movin' out"
  96. {"SONPULSE", 10, IN_NOVAR}, // VOC_SONAR
  97. {"SANDBAG2", 5, IN_NOVAR}, // VOC_SANDBAG sand bag crunch
  98. {"MINEBLO1", 5, IN_NOVAR}, // VOC_MINEBLOW weird mine explosion
  99. {"CHUTE1", 1, IN_NOVAR}, // VOC_CHUTE1 Wind swoosh sound.
  100. {"DOGY1", 5, IN_NOVAR}, // VOC_DOG_BARK Dog bark.
  101. {"DOGW5", 10, IN_NOVAR}, // VOC_DOG_WHINE Dog whine.
  102. {"DOGG5P", 10, IN_NOVAR}, // VOC_DOG_GROWL2 Strong dog growl.
  103. {"FIREBL3", 1, IN_NOVAR}, // VOC_FIRE_LAUNCH Fireball launch sound.
  104. {"FIRETRT1", 1, IN_NOVAR}, // VOC_FIRE_EXPLODE Fireball explode sound.
  105. {"GRENADE1", 1, IN_NOVAR}, // VOC_GRENADE_TOSS Grenade toss.
  106. {"GUN11", 1, IN_NOVAR}, // VOC_GUN_5 5 round gun burst (slow).
  107. {"GUN13", 1, IN_NOVAR}, // VOC_GUN_7 7 round gun burst (fast).
  108. {"EYESSIR1", 20, IN_NOVAR}, // VOC_ENG_YES, Engineer: "yes sir"
  109. {"GUN27", 1, IN_NOVAR}, // VOC_GUN_RIFLE Rifle shot.
  110. {"HEAL2", 1, IN_NOVAR}, // VOC_HEAL Healing effect.
  111. {"HYDROD1", 1, IN_NOVAR}, // VOC_DOOR Hyrdrolic door.
  112. {"INVUL2", 1, IN_NOVAR}, // VOC_INVULNERABLE Invulnerability effect.
  113. {"KABOOM1", 1, IN_NOVAR}, // VOC_KABOOM1 Long explosion (muffled).
  114. {"KABOOM12", 1, IN_NOVAR}, // VOC_KABOOM12 Very long explosion (muffled).
  115. {"KABOOM15", 1, IN_NOVAR}, // VOC_KABOOM15 Very long explosion (muffled).
  116. {"SPLASH9", 5, IN_NOVAR}, // VOC_SPLASH water splash
  117. {"KABOOM22", 1, IN_NOVAR}, // VOC_KABOOM22 Long explosion (sharp).
  118. {"AACANON3", 1, IN_NOVAR},
  119. {"TANDETH1", 10, IN_NOVAR},
  120. {"MGUNINF1", 1, IN_NOVAR}, // VOC_GUN_5F 5 round gun burst (fast).
  121. {"MISSILE1", 1, IN_NOVAR}, // VOC_MISSILE_1 Missile with high tech effect.
  122. {"MISSILE6", 1, IN_NOVAR}, // VOC_MISSILE_2 Long missile launch.
  123. {"MISSILE7", 1, IN_NOVAR}, // VOC_MISSILE_3 Short missile launch.
  124. {"x", 1, IN_NOVAR},
  125. {"PILLBOX1", 1, IN_NOVAR}, // VOC_GUN_5R 5 round gun burst (rattles).
  126. {"RABEEP1", 1, IN_NOVAR}, // VOC_BEEP Generic beep sound.
  127. {"RAMENU1", 1, IN_NOVAR}, // VOC_CLICK Generic click sound.
  128. {"SILENCER", 1, IN_NOVAR}, // VOC_SILENCER Silencer.
  129. {"TANK5", 1, IN_NOVAR}, // VOC_CANNON6 Long muffled cannon shot.
  130. {"TANK6", 1, IN_NOVAR}, // VOC_CANNON7 Sharp mechanical cannon fire.
  131. {"TORPEDO1", 1, IN_NOVAR}, // VOC_TORPEDO Torpedo launch.
  132. {"TURRET1", 1, IN_NOVAR}, // VOC_CANNON8 Sharp cannon fire.
  133. {"TSLACHG2", 10, IN_NOVAR}, // VOC_TESLA_POWER_UP Hum charge up.
  134. {"TESLA1", 10, IN_NOVAR}, // VOC_TESLA_ZAP Tesla zap effect.
  135. {"SQUISHY2", 10, IN_NOVAR}, // VOC_SQUISH Squish effect.
  136. {"SCOLDY1", 10, IN_NOVAR}, // VOC_SCOLD Scold bleep.
  137. {"RADARON2", 20, IN_NOVAR}, // VOC_RADAR_ON Powering up electronics.
  138. {"RADARDN1", 10, IN_NOVAR}, // VOC_RADAR_OFF B movie power down effect.
  139. {"PLACBLDG", 10, IN_NOVAR}, // VOC_PLACE_BUILDING_DOWN Building slam down sound.
  140. {"KABOOM30", 1, IN_NOVAR}, // VOC_KABOOM30 Short explosion (HE).
  141. {"KABOOM25", 10, IN_NOVAR}, // VOC_KABOOM25 Short growling explosion.
  142. {"x", 10, IN_NOVAR},
  143. {"DOGW7", 10, IN_NOVAR}, // VOC_DOG_HURT Dog whine (loud).
  144. {"DOGW3PX", 10, IN_NOVAR}, // VOC_DOG_YES Dog 'yes sir'.
  145. {"CRMBLE2", 10, IN_NOVAR}, // VOC_CRUMBLE Building crumble.
  146. {"CASHUP1", 10, IN_NOVAR}, // VOC_MONEY_UP Rising money tick.
  147. {"CASHDN1", 10, IN_NOVAR}, // VOC_MONEY_DOWN Falling money tick.
  148. {"BUILD5", 10, IN_NOVAR}, // VOC_CONSTRUCTION Building construction sound.
  149. {"BLEEP9", 10, IN_NOVAR}, // VOC_GAME_CLOSED Long bleep.
  150. {"BLEEP6", 10, IN_NOVAR}, // VOC_INCOMING_MESSAGE Soft happy warble.
  151. {"BLEEP5", 10, IN_NOVAR}, // VOC_SYS_ERROR Sharp soft warble.
  152. {"BLEEP17", 10, IN_NOVAR}, // VOC_OPTIONS_CHANGED Mid range soft warble.
  153. {"BLEEP13", 10, IN_NOVAR}, // VOC_GAME_FORMING Long warble.
  154. {"BLEEP12", 10, IN_NOVAR}, // VOC_PLAYER_LEFT Chirp sequence.
  155. {"BLEEP11", 10, IN_NOVAR}, // VOC_PLAYER_JOINED Reverse chirp sequence.
  156. {"H2OBOMB2", 10, IN_NOVAR}, // VOC_DEPTH_CHARGE Distant explosion sound.
  157. {"CASHTURN", 10, IN_NOVAR}, // VOC_CASHTURN Airbrake.
  158. {"TUFFGUY1", 20, IN_NOVAR}, // VOC_TANYA_CHEW Tanya: "Chew on this"
  159. {"ROKROLL1", 20, IN_NOVAR}, // VOC_TANYA_ROCK Tanya: "Let's rock"
  160. {"LAUGH1", 20, IN_NOVAR}, // VOC_TANYA_LAUGH Tanya: "ha ha ha"
  161. {"CMON1", 20, IN_NOVAR}, // VOC_TANYA_SHAKE Tanya: "Shake it baby"
  162. {"BOMBIT1", 20, IN_NOVAR}, // VOC_TANYA_CHING Tanya: "Cha Ching"
  163. {"GOTIT1", 20, IN_NOVAR}, // VOC_TANYA_GOT Tanya: "That's all you got"
  164. {"KEEPEM1", 20, IN_NOVAR}, // VOC_TANYA_KISS Tanya: "Kiss it bye bye"
  165. {"ONIT1", 20, IN_NOVAR}, // VOC_TANYA_THERE Tanya: "I'm there"
  166. {"LEFTY1", 20, IN_NOVAR}, // VOC_TANYA_GIVE Tanya: "Give it to me"
  167. {"YEAH1", 20, IN_NOVAR}, // VOC_TANYA_YEA Tanya: "Yea?"
  168. {"YES1", 20, IN_NOVAR}, // VOC_TANYA_YES Tanya: "Yes sir?"
  169. {"YO1", 20, IN_NOVAR}, // VOC_TANYA_WHATS Tanya: "What's up."
  170. {"WALLKIL2", 5, IN_NOVAR}, // VOC_WALLKILL2 Crushing wall sound.
  171. {"x", 10, IN_NOVAR},
  172. {"GUN5", 5, IN_NOVAR}, // VOC_TRIPLE_SHOT Three quick shots in succession.
  173. {"SUBSHOW1", 5, IN_NOVAR}, // VOC_SUBSHOW Submarine surface sound.
  174. {"EINAH1", 20, IN_NOVAR}, // VOC_E_AH, Einstien "ah"
  175. {"EINOK1", 20, IN_NOVAR}, // VOC_E_OK, Einstien "ok"
  176. {"EINYES1", 20, IN_NOVAR}, // VOC_E_YES, Einstien "yes"
  177. {"MINE1", 10, IN_NOVAR}, // VOC_TRIP_MINE mine explosion sound
  178. {"SCOMND1", 20, IN_NOVAR}, // VOC_SPY_COMMANDER Spy: "commander?"
  179. {"SYESSIR1", 20, IN_NOVAR}, // VOC_SPY_YESSIR Spy: "yes sir"
  180. {"SINDEED1", 20, IN_NOVAR}, // VOC_SPY_INDEED Spy: "indeed"
  181. {"SONWAY1", 20, IN_NOVAR}, // VOC_SPY_ONWAY Spy: "on my way"
  182. {"SKING1", 20, IN_NOVAR}, // VOC_SPY_KING Spy: "for king and country"
  183. {"MRESPON1", 20, IN_NOVAR}, // VOC_MED_REPORTING Medic: "reporting"
  184. {"MYESSIR1", 20, IN_NOVAR}, // VOC_MED_YESSIR Medic: "yes sir"
  185. {"MAFFIRM1", 20, IN_NOVAR}, // VOC_MED_AFFIRM Medic: "affirmative"
  186. {"MMOVOUT1", 20, IN_NOVAR}, // VOC_MED_MOVEOUT Medic: "movin' out"
  187. {"BEEPSLCT", 10, IN_NOVAR}, // VOC_BEEP_SELECT map selection beep
  188. {"SYEAH1", 20, IN_NOVAR}, // VOC_THIEF_YEA Thief: "yea?"
  189. {"ANTDIE", 20, IN_NOVAR}, // VOC_ANTDIE
  190. {"ANTBITE", 20, IN_NOVAR}, // VOC_ANTBITE
  191. {"SMOUT1", 20, IN_NOVAR}, // VOC_THIEF_MOVEOUT Thief: "movin' out"
  192. {"SOKAY1", 20, IN_NOVAR}, // VOC_THIEF_OKAY Thief: "ok"
  193. {"x", 20, IN_NOVAR},
  194. {"SWHAT1", 20, IN_NOVAR}, // VOC_THIEF_WHAT Thief: "what"
  195. {"SAFFIRM1", 20, IN_NOVAR}, // VOC_THIEF_AFFIRM Thief: "affirmative"
  196. //ADDED VG 2/24/97
  197. {"STAVCMDR", 20, IN_NOVAR},
  198. {"STAVCRSE", 20, IN_NOVAR},
  199. {"STAVYES", 20, IN_NOVAR},
  200. {"STAVMOV", 20, IN_NOVAR},
  201. {"BUZZY1", 20, IN_NOVAR},
  202. {"RAMBO1", 20, IN_NOVAR},
  203. {"RAMBO2", 20, IN_NOVAR},
  204. {"RAMBO3", 20, IN_NOVAR},
  205. #ifdef FIXIT_CSII // checked - ajw 9/28/98
  206. {"MYES1", 20, IN_NOVAR}, // VOC_MECHYES1 Mechanic: "Yes sir!"
  207. {"MHOWDY1", 20, IN_NOVAR}, // VOC_MECHHOWDY1 Mechanic: "Howdy!"
  208. {"MRISE1", 20, IN_NOVAR}, // VOC_MECHRISE1 Mechanic: "Rise 'n shine!"
  209. {"MHUH1", 20, IN_NOVAR}, // VOC_MECHHUH1 Mechanic: "Huh?"
  210. {"MHEAR1", 20, IN_NOVAR}, // VOC_MECHHEAR1 Mechanic: "I Hear Ya!"
  211. {"MLAFF1", 20, IN_NOVAR}, // VOC_MECHLAFF1 Mechanic: guffaw
  212. {"MBOSS1", 20, IN_NOVAR}, // VOC_MECHBOSS1 Mechanic: "Sure Thing, Boss!"
  213. {"MYEEHAW1", 20, IN_NOVAR}, // VOC_MECHYEEHAW1 Mechanic: "Yee Haw!"
  214. {"MHOTDIG1", 20, IN_NOVAR}, // VOC_MECHHOTDIG1 Mechanic: "Hot Diggity Dog!"
  215. {"MWRENCH1", 20, IN_NOVAR}, // VOC_MECHWRENCH1 Mechanic: "I'll get my wrench."
  216. {"JBURN1", 20, IN_NOVAR}, // VOC_STBURN1 Shock Trooper: "Burn baby burn!"
  217. {"JCHRGE1", 20, IN_NOVAR}, // VOC_STCHRGE1 Shock Trooper: "Fully charged!"
  218. {"JCRISP1", 20, IN_NOVAR}, // VOC_STCRISP1 Shock Trooper: "Extra Crispy!"
  219. {"JDANCE1", 20, IN_NOVAR}, // VOC_STDANCE1 Shock Trooper: "Let's Dance!"
  220. {"JJUICE1", 20, IN_NOVAR}, // VOC_STJUICE1 Shock Trooper: "Got juice?"
  221. {"JJUMP1", 20, IN_NOVAR}, // VOC_STJUMP1 Shock Trooper: "Need a jump?"
  222. {"JLIGHT1", 20, IN_NOVAR}, // VOC_STLIGHT1 Shock Trooper: "Lights out!"
  223. {"JPOWER1", 20, IN_NOVAR}, // VOC_STPOWER1 Shock Trooper: "Power on!"
  224. {"JSHOCK1", 20, IN_NOVAR}, // VOC_STSHOCK1 Shock Trooper: "Shocking!"
  225. {"JYES1", 20, IN_NOVAR}, // VOC_STYES1 Shock Trooper: "Yesssss!"
  226. {"CHROTNK1", 20, IN_NOVAR}, // VOC_CHRONOTANK1 Chrono tank teleport
  227. {"FIXIT1", 20, IN_NOVAR}, // VOC_MECH_FIXIT1 Mechanic fixes something
  228. {"MADCHRG2", 20, IN_NOVAR}, // VOC_MAD_CHARGE MAD tank charges up
  229. {"MADEXPLO", 20, IN_NOVAR}, // VOC_MAD_EXPLODE MAD tank explodes
  230. {"SHKTROP1", 20, IN_NOVAR}, // VOC_SHOCK_TROOP1 Shock Trooper fires
  231. #endif
  232. };
  233. /***********************************************************************************************
  234. * Voc_From_Name -- Fetch VocType from ASCII name specified. *
  235. * *
  236. * This will find the corresponding VocType from the ASCII string specified. It does this *
  237. * by finding a root filename that matches the string. *
  238. * *
  239. * INPUT: name -- Pointer to the ASCII string that will be converted into a VocType. *
  240. * *
  241. * OUTPUT: Returns with the VocType that matches the string specified. If no match could be *
  242. * found, then VOC_NONE is returned. *
  243. * *
  244. * WARNINGS: none *
  245. * *
  246. * HISTORY: *
  247. * 07/06/1996 JLB : Created. *
  248. *=============================================================================================*/
  249. VocType Voc_From_Name(char const * name)
  250. {
  251. if (name == NULL) return(VOC_NONE);
  252. for (VocType voc = VOC_FIRST; voc < VOC_COUNT; voc++) {
  253. if (stricmp(name, SoundEffectName[voc].Name) == 0) {
  254. return(voc);
  255. }
  256. }
  257. return(VOC_NONE);
  258. }
  259. /***********************************************************************************************
  260. * Voc_Name -- Fetches the name for the sound effect. *
  261. * *
  262. * This routine returns the descriptive name of the sound effect. Currently, this is just *
  263. * the root of the file name. *
  264. * *
  265. * INPUT: voc -- The VocType that the corresponding name is requested. *
  266. * *
  267. * OUTPUT: Returns with a pointer to the text string the represents the sound effect. *
  268. * *
  269. * WARNINGS: none *
  270. * *
  271. * HISTORY: *
  272. * 05/06/1996 JLB : Created. *
  273. *=============================================================================================*/
  274. char const * Voc_Name(VocType voc)
  275. {
  276. if (voc == VOC_NONE) return("none");
  277. return(SoundEffectName[voc].Name);
  278. }
  279. /***********************************************************************************************
  280. * Sound_Effect -- Plays a sound effect in the tactical map. *
  281. * *
  282. * This routine is used when a sound effect occurs in the game world. It handles fading *
  283. * the sound according to distance. *
  284. * *
  285. * INPUT: voc -- The sound effect number to play. *
  286. * *
  287. * coord -- The world location that the sound originates from. *
  288. * *
  289. * variation -- This is the optional variation number to use when playing special *
  290. * sound effects that have variations. For normal sound effects, this *
  291. * parameter is ignored. *
  292. * *
  293. * house -- This specifies the optional house override value to use when playing *
  294. * sound effects that have a variation. If not specified, then the current *
  295. * player is examined for the house variation to use. *
  296. * *
  297. * OUTPUT: none *
  298. * *
  299. * WARNINGS: none *
  300. * *
  301. * HISTORY: *
  302. * 11/12/1994 JLB : Created. *
  303. * 01/05/1995 JLB : Reduces sound more dramatically when off screen. *
  304. * 09/15/1996 JLB : Revamped volume logic. *
  305. * 11/01/1996 JLB : House override control. *
  306. *=============================================================================================*/
  307. void Sound_Effect(VocType voc, COORDINATE coord, int variation, HousesType house)
  308. {
  309. CELL cell_pos = 0;
  310. int pan_value;
  311. if (Debug_Quiet || Options.Volume == 0 || voc == VOC_NONE || !SoundOn || SampleType == SAMPLE_NONE) {
  312. return;
  313. }
  314. if (coord) {
  315. cell_pos = Coord_Cell(coord);
  316. }
  317. fixed volume = 1;
  318. pan_value = 0;
  319. if (coord && !Map.In_View(cell_pos)) {
  320. int distance = Distance(coord, Map.TacticalCoord) / CELL_LEPTON_W;
  321. fixed dfixed = fixed(distance, 128+64);
  322. dfixed.Sub_Saturate(1);
  323. volume = fixed(1) - dfixed;
  324. pan_value = Cell_X(cell_pos);
  325. pan_value -= Coord_XCell(Map.TacticalCoord) + (Lepton_To_Cell(Map.TacLeptonWidth) / 2);
  326. if (ABS(pan_value) > Lepton_To_Cell(Map.TacLeptonWidth / 2)) {
  327. pan_value *= 0x8000;
  328. pan_value /= (MAP_CELL_W >> 2);
  329. pan_value = Bound(pan_value, -0x7FFF, 0x7FFF);
  330. } else {
  331. pan_value = 0;
  332. }
  333. }
  334. Sound_Effect(voc, volume, variation, pan_value, house);
  335. }
  336. /***********************************************************************************************
  337. * Sound_Effect -- General purpose sound player. *
  338. * *
  339. * This is used for general purpose sound effects. These are sounds that occur outside *
  340. * of the game world. They do not have a corresponding game world location as their source. *
  341. * *
  342. * INPUT: voc -- The sound effect number to play. *
  343. * *
  344. * volume -- The volume to assign to this sound effect. *
  345. * *
  346. * variation -- This is the optional variation number to use when playing special *
  347. * sound effects that have variations. For normal sound effects, this *
  348. * parameter is ignored. *
  349. * *
  350. * house -- This specifies the optional house override value to use when playing *
  351. * sound effects that have a variation. If not specified, then the current *
  352. * player is examined for the house variation to use. *
  353. * *
  354. * OUTPUT: Returns with the sound handle (-1 if no sound was played). *
  355. * *
  356. * WARNINGS: none *
  357. * *
  358. * HISTORY: *
  359. * 11/12/1994 JLB : Created. *
  360. * 11/12/1994 JLB : Handles cache logic. *
  361. * 05/04/1995 JLB : Variation adjustments. *
  362. * 11/01/1996 JLB : House override control. *
  363. *=============================================================================================*/
  364. int Sound_Effect(VocType voc, fixed volume, int variation, signed short pan_value, HousesType house)
  365. {
  366. char name[_MAX_FNAME+_MAX_EXT]; // Working filename of sound effect.
  367. if (Debug_Quiet || Options.Volume == 0 || voc == VOC_NONE || !SoundOn || SampleType == SAMPLE_NONE) {
  368. return(-1);
  369. }
  370. /*
  371. ** Alter the volume according to the game volume setting.
  372. */
  373. volume = volume * Options.Volume;
  374. /*
  375. ** Fetch a pointer to the sound effect data. Modify the sound as appropriate and desired.
  376. */
  377. char const * ext = ".AUD";
  378. if (SoundEffectName[voc].Where == IN_VAR) {
  379. /*
  380. ** If there is no forced house, then use the current player
  381. ** act like house.
  382. */
  383. if (house == HOUSE_NONE) {
  384. house = PlayerPtr->ActLike;
  385. }
  386. /*
  387. ** Change the extension based on the variation and house accent requested.
  388. */
  389. if (((1 << house) & HOUSEF_ALLIES) != 0) {
  390. /*
  391. ** For infantry, use a variation on the response. For vehicles, always
  392. ** use the vehicle response table.
  393. */
  394. if (variation < 0) {
  395. if (ABS(variation) % 2) {
  396. ext = ".V00";
  397. } else {
  398. ext = ".V02";
  399. }
  400. } else {
  401. if (variation % 2) {
  402. ext = ".V01";
  403. } else {
  404. ext = ".V03";
  405. }
  406. }
  407. } else {
  408. if (variation < 0) {
  409. if (ABS(variation) % 2) {
  410. ext = ".R00";
  411. } else {
  412. ext = ".R02";
  413. }
  414. } else {
  415. if (variation % 2) {
  416. ext = ".R01";
  417. } else {
  418. ext = ".R03";
  419. }
  420. }
  421. }
  422. }
  423. _makepath(name, NULL, NULL, SoundEffectName[voc].Name, ext);
  424. void const * ptr = MFCD::Retrieve(name);
  425. /*
  426. ** If the sound data pointer is not null, then presume that it is valid.
  427. */
  428. if (ptr != NULL) {
  429. volume.Sub_Saturate(1);
  430. return(Play_Sample(ptr, SoundEffectName[voc].Priority * volume, volume*256, pan_value));
  431. }
  432. return(-1);
  433. }
  434. /*
  435. ** This elaborates all the EVA speech voices.
  436. */
  437. static char const * Speech[VOX_COUNT] = {
  438. "MISNWON1", // VOX_ACCOMPLISHED mission accomplished
  439. "MISNLST1", // VOX_FAIL your mission has failed
  440. "PROGRES1", // VOX_NO_FACTORY unable to comply, building in progress
  441. "CONSCMP1", // VOX_CONSTRUCTION construction complete
  442. "UNITRDY1", // VOX_UNIT_READY unit ready
  443. "NEWOPT1", // VOX_NEW_CONSTRUCT new construction options
  444. "NODEPLY1", // VOX_DEPLOY cannot deploy here
  445. "STRCKIL1", // VOX_STRUCTURE_DESTROYED, structure destroyed
  446. "NOPOWR1", // VOX_INSUFFICIENT_POWER, insufficient power
  447. "NOFUNDS1", // VOX_NO_CASH insufficient funds
  448. "BCT1", // VOX_CONTROL_EXIT battle control terminated
  449. "REINFOR1", // VOX_REINFORCEMENTS reinforcements have arrived
  450. "CANCLD1", // VOX_CANCELED canceled
  451. "ABLDGIN1", // VOX_BUILDING building
  452. "LOPOWER1", // VOX_LOW_POWER low power
  453. "NOFUNDS1", // VOX_NEED_MO_MONEY insufficent funds
  454. "BASEATK1", // VOX_BASE_UNDER_ATTACK our base is under attack
  455. "NOBUILD1", // VOX_UNABLE_TO_BUILD unable to build more
  456. "PRIBLDG1", // VOX_PRIMARY_SELECTED primary building selected
  457. #ifdef FIXIT_CSII // checked - ajw 9/28/98
  458. #ifdef ENGLISH
  459. "TANK01", // VOX_MADTANK_DEPLOYED M.A.D. Tank Deployed
  460. #else
  461. "none",
  462. #endif
  463. #else
  464. "none",
  465. #endif
  466. "none", // VOX_SOVIET_CAPTURED Allied building captured
  467. "UNITLST1", // VOX_UNIT_LOST unit lost
  468. "SLCTTGT1", // VOX_SELECT_TARGET select target
  469. "ENMYAPP1", // VOX_PREPARE enemy approaching
  470. "SILOND1", // VOX_NEED_MO_CAPACITY silos needed
  471. "ONHOLD1", // VOX_SUSPENDED on hold
  472. "REPAIR1", // VOX_REPAIRING repairing
  473. "none",
  474. "none",
  475. "AUNITL1", // VOX_AIRCRAFT_LOST airborne unit lost
  476. "none",
  477. "AAPPRO1", // VOX_ALLIED_FORCES_APPROACHING allied forces approaching
  478. "AARRIVE1", // VOX_ALLIED_APPROACHING allied reinforcements have arrived
  479. "none",
  480. "none",
  481. "BLDGINF1", // VOX_BUILDING_INFILTRATED building infiltrated
  482. "CHROCHR1", // VOX_CHRONO_CHARGING chronosphere charging
  483. "CHRORDY1", // VOX_CHRONO_READY chronosphere ready
  484. "CHROYES1", // VOX_CHRONO_TEST chronosphere test successful
  485. "CMDCNTR1", // VOX_HQ_UNDER_ATTACK command center under attack
  486. "CNTLDED1", // VOX_CENTER_DEACTIVATED control center deactivated
  487. "CONVYAP1", // VOX_CONVOY_APPROACHING convoy approaching
  488. "CONVLST1", // VOX_CONVOY_UNIT_LOST convoy unit lost
  489. "XPLOPLC1", // VOX_EXPLOSIVE_PLACED explosive charge placed
  490. "CREDIT1", // VOX_MONEY_STOLEN credits stolen
  491. "NAVYLST1", // VOX_SHIP_LOST naval unit lost
  492. "SATLNCH1", // VOX_SATALITE_LAUNCHED satalite launched
  493. "PULSE1", // VOX_SONAR_AVAILABLE sonar pulse available
  494. "none",
  495. "SOVFAPP1", // VOX_SOVIET_FORCES_APPROACHING soviet forces approaching
  496. "SOVREIN1", // VOX_SOVIET_REINFROCEMENTS soviet reinforcements have arrived
  497. "TRAIN1", // VOX_TRAINING training
  498. "AREADY1", // VOX_ABOMB_READY
  499. "ALAUNCH1", // VOX_ABOMB_LAUNCH
  500. "AARRIVN1", // VOX_ALLIES_N
  501. "AARRIVS1", // VOX_ALLIES_S
  502. "AARIVE1", // VOX_ALLIES_E
  503. "AARRIVW1", // VOX_ALLIES_W
  504. "1OBJMET1", // VOX_OBJECTIVE1
  505. "2OBJMET1", // VOX_OBJECTIVE2
  506. "3OBJMET1", // VOX_OBJECTIVE3
  507. "IRONCHG1", // VOX_IRON_CHARGING
  508. "IRONRDY1", // VOX_IRON_READY
  509. "KOSYRES1", // VOX_RESCUED
  510. "OBJNMET1", // VOX_OBJECTIVE_NOT
  511. "FLAREN1", // VOX_SIGNAL_N
  512. "FLARES1", // VOX_SIGNAL_S
  513. "FLAREE1", // VOX_SIGNAL_E
  514. "FLAREW1", // VOX_SIGNAL_W
  515. "SPYPLN1", // VOX_SPY_PLANE
  516. "TANYAF1", // VOX_FREED
  517. "ARMORUP1", // VOX_UPGRADE_ARMOR
  518. "FIREPO1", // VOX_UPGRADE_FIREPOWER
  519. "UNITSPD1", // VOX_UPGRADE_SPEED
  520. "MTIMEIN1", // VOX_MISSION_TIMER
  521. "UNITFUL1", // VOX_UNIT_FULL
  522. "UNITREP1", // VOX_UNIT_REPAIRED
  523. "40MINR", // VOX_TIME_40
  524. "30MINR", // VOX_TIME_30
  525. "20MINR", // VOX_TIME_20
  526. "10MINR", // VOX_TIME_10
  527. "5MINR", // VOX_TIME_5
  528. "4MINR", // VOX_TIME_4
  529. "3MINR", // VOX_TIME_3
  530. "2MINR", // VOX_TIME_2
  531. "1MINR", // VOX_TIME_1
  532. "TIMERNO1", // VOX_TIME_STOP
  533. "UNITSLD1", // VOX_UNIT_SOLD
  534. "TIMERGO1", // VOX_TIMER_STARTED
  535. "TARGRES1", // VOX_TARGET_RESCUED
  536. "TARGFRE1", // VOX_TARGET_FREED
  537. "TANYAR1", // VOX_TANYA_RESCUED
  538. "STRUSLD1", // VOX_STRUCTURE_SOLD
  539. "SOVFORC1", // VOX_SOVIET_FORCES_FALLEN
  540. "SOVEMP1", // VOX_SOVIET_SELECTED
  541. "SOVEFAL1", // VOX_SOVIET_EMPIRE_FALLEN
  542. "OPTERM1", // VOX_OPERATION_TERMINATED
  543. "OBJRCH1", // VOX_OBJECTIVE_REACHED
  544. "OBJNRCH1", // VOX_OBJECTIVE_NOT_REACHED
  545. "OBJMET1", // VOX_OBJECTIVE_MET
  546. "MERCR1", // VOX_MERCENARY_RESCUED
  547. "MERCF1", // VOX_MERCENARY_FREED
  548. "KOSYFRE1", // VOX_KOSOYGEN_FREED
  549. "FLARE1", // VOX_FLARE_DETECTED
  550. "COMNDOR1", // VOX_COMMANDO_RESCUED
  551. "COMNDOF1", // VOX_COMMANDO_FREED
  552. "BLDGPRG1", // VOX_BUILDING_IN_PROGRESS
  553. "ATPREP1", // VOX_ATOM_PREPPING
  554. "ASELECT1", // VOX_ALLIED_SELECTED
  555. "APREP1", // VOX_ABOMB_PREPPING
  556. "ATLNCH1", // VOX_ATOM_LAUNCHED
  557. "AFALLEN1", // VOX_ALLIED_FORCES_FALLEN
  558. "AAVAIL1", // VOX_ABOMB_AVAILABLE
  559. "AARRIVE1", // VOX_ALLIED_REINFORCEMENTS
  560. "SAVE1", // VOX_MISSION_SAVED
  561. "LOAD1" // VOX_MISSION_LOADED
  562. };
  563. static VoxType CurrentVoice = VOX_NONE;
  564. /***********************************************************************************************
  565. * Speech_Name -- Fetches the name for the voice specified. *
  566. * *
  567. * Use this routine to fetch the ASCII name of the speech id specified. Typical use of this *
  568. * would be to build a displayable list of the speech types. The trigger system uses this *
  569. * so that a speech type can be selected. *
  570. * *
  571. * INPUT: speech -- The speech type id to convert to ASCII string. *
  572. * *
  573. * OUTPUT: Returns with a pointer to the speech ASCII representation of the speech id type. *
  574. * *
  575. * WARNINGS: none *
  576. * *
  577. * HISTORY: *
  578. * 06/01/1996 JLB : Created. *
  579. *=============================================================================================*/
  580. char const * Speech_Name(VoxType speech)
  581. {
  582. if (speech == VOX_NONE) return("none");
  583. return(Speech[speech]);
  584. }
  585. /***********************************************************************************************
  586. * Speak -- Computer speaks to the player. *
  587. * *
  588. * This routine is used to have the game computer (EVA) speak to the player. *
  589. * *
  590. * INPUT: voice -- The voice number to speak (see defines.h). *
  591. * *
  592. * OUTPUT: Returns with the handle of the playing speech (-1 if no voice started). *
  593. * *
  594. * WARNINGS: none *
  595. * *
  596. * HISTORY: *
  597. * 11/12/1994 JLB : Created. *
  598. *=============================================================================================*/
  599. void Speak(VoxType voice)
  600. {
  601. if (!Debug_Quiet && Options.Volume != 0 && SampleType != 0 && voice != VOX_NONE && voice != SpeakQueue && voice != CurrentVoice && SpeakQueue == VOX_NONE) {
  602. SpeakQueue = voice;
  603. Speak_AI();
  604. }
  605. }
  606. /***********************************************************************************************
  607. * Speak_AI -- Handles starting the EVA voices. *
  608. * *
  609. * This starts the EVA voice talking as well. If there is any speech request in the queue, *
  610. * it will be started when the current voice is finished. Call this routine as often as *
  611. * possible (once per game tick is sufficient). *
  612. * *
  613. * INPUT: none *
  614. * *
  615. * OUTPUT: none *
  616. * *
  617. * WARNINGS: none *
  618. * *
  619. * HISTORY: *
  620. * 12/27/1994 JLB : Created. *
  621. * 10/11/1996 JLB : Handles multiple speech buffers. *
  622. *=============================================================================================*/
  623. void Speak_AI(void)
  624. {
  625. static int _index = 0;
  626. if (Debug_Quiet || SampleType == 0) return;
  627. if (!Is_Sample_Playing(SpeechBuffer[_index])) {
  628. CurrentVoice = VOX_NONE;
  629. if (SpeakQueue != VOX_NONE) {
  630. /*
  631. ** Try to find a previously loaded copy of the EVA speech in one of the
  632. ** speech buffers.
  633. */
  634. void const * speech = NULL;
  635. for (int index = 0; index < ARRAY_SIZE(SpeechRecord); index++) {
  636. if (SpeechRecord[index] == SpeakQueue) break;
  637. }
  638. /*
  639. ** If a previous copy could not be located, then load the requested
  640. ** voice into the oldest buffer available.
  641. */
  642. if (speech == NULL) {
  643. _index = (_index + 1) % ARRAY_SIZE(SpeechRecord);
  644. char name[_MAX_FNAME+_MAX_EXT];
  645. _makepath(name, NULL, NULL, Speech[SpeakQueue], ".AUD");
  646. CCFileClass file(name);
  647. if (file.Is_Available() && file.Read(SpeechBuffer[_index], SPEECH_BUFFER_SIZE)) {
  648. speech = SpeechBuffer[_index];
  649. SpeechRecord[_index] = SpeakQueue;
  650. }
  651. }
  652. /*
  653. ** Since the speech file was loaded, play it.
  654. */
  655. if (speech != NULL) {
  656. Play_Sample(speech, 254, Options.Volume * 256);
  657. CurrentVoice = SpeakQueue;
  658. }
  659. SpeakQueue = VOX_NONE;
  660. }
  661. }
  662. }
  663. /***********************************************************************************************
  664. * Stop_Speaking -- Forces the EVA voice to stop talking. *
  665. * *
  666. * Use this routine to immediately stop the EVA voice from speaking. It also clears out *
  667. * the pending voice queue. *
  668. * *
  669. * INPUT: none *
  670. * *
  671. * OUTPUT: none *
  672. * *
  673. * WARNINGS: none *
  674. * *
  675. * HISTORY: *
  676. * 12/27/1994 JLB : Created. *
  677. *=============================================================================================*/
  678. void Stop_Speaking(void)
  679. {
  680. SpeakQueue = VOX_NONE;
  681. Stop_Sample_Playing(SpeechBuffer);
  682. }
  683. /***********************************************************************************************
  684. * Is_Speaking -- Checks to see if the eva voice is still playing. *
  685. * *
  686. * Call this routine when the EVA voice being played needs to be checked. A typical use *
  687. * of this would be when some action needs to be delayed until the voice has finished -- *
  688. * say the end of the game. *
  689. * *
  690. * INPUT: none *
  691. * *
  692. * OUTPUT: bool; Is the EVA voice still playing? *
  693. * *
  694. * WARNINGS: none *
  695. * *
  696. * HISTORY: *
  697. * 03/12/1995 JLB : Created. *
  698. *=============================================================================================*/
  699. bool Is_Speaking(void)
  700. {
  701. Speak_AI();
  702. if (!Debug_Quiet && SampleType != 0 && (SpeakQueue != VOX_NONE || Is_Sample_Playing(SpeechBuffer))) {
  703. return(true);
  704. }
  705. return(false);
  706. }