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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 : Commando *
- * *
- * $Archive:: /Commando/Code/Combat/SoundEnvironment.cpp $*
- * *
- * Author:: Ian Leslie *
- * *
- * $Modtime:: 5/21/01 2:16p $*
- * *
- * $Revision:: 7 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- // Includes.
- #include "soundenvironment.h"
- #include "camera.h"
- #include "combat.h"
- #include "gameobjmanager.h"
- #include "phys.h"
- #include "physcoltest.h"
- #include "pscene.h"
- /***********************************************************************************************
- * SoundEnvironmentClass::SoundEnvironmentClass -- *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 04/16/01 IML : Created. *
- *=============================================================================================*/
- SoundEnvironmentClass::SoundEnvironmentClass()
- : UserCount (0)
- {
- // Initialize the amplitude mixing buffer.
- AmplitudeBuffer = new float [AMPLITUDE_BUFFER_SIZE];
- WWASSERT (AmplitudeBuffer != NULL);
- Reset();
- }
- /***********************************************************************************************
- * SoundEnvironmentClass::Reset -- *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 04/16/01 IML : Created. *
- *=============================================================================================*/
- void SoundEnvironmentClass::Reset()
- {
- // Clear the amplitude buffer.
- AmplitudeIndex = 0;
- AmplitudeSum = 0.0f;
- for (unsigned i = 0; i < AMPLITUDE_BUFFER_SIZE; i++) {
- AmplitudeBuffer [i] = 0.0f;
- }
- }
- /***********************************************************************************************
- * SoundEnvironmentClass::~SoundEnvironmentClass -- *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 04/20/01 PDS : Created. *
- *=============================================================================================*/
- SoundEnvironmentClass::~SoundEnvironmentClass()
- {
- delete [] AmplitudeBuffer;
- }
- /***********************************************************************************************
- * SoundEnvironmentClass::Update -- *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 04/16/01 IML : Created. *
- *=============================================================================================*/
- void SoundEnvironmentClass::Update (PhysicsSceneClass *scene, CameraClass *camera)
- {
- // Optimization: only update if this object is being used.
- if (UserCount > 0) {
- Vector3 cameraposition;
- Vector3 scenemin, scenemax;
- float amplitude;
- cameraposition = camera->Get_Position();
- // Get the highest point in the scene.
- scene->Get_Level_Extents (scenemin, scenemax);
- // Expand the bounding box by a small amount so that we can distinguish between collisions with geometry and
- // collisions with the bounding box.
- scenemin.Z -= 1.0f;
- scenemax.Z += 1.0f;
- // Cast a ray from the camera position upwards.
- {
- Vector3 raycastendpoint (cameraposition.X, cameraposition.Y, scenemax.Z);
- LineSegClass raycast (cameraposition, raycastendpoint);
- CastResultStruct rayresult;
- PhysRayCollisionTestClass raytest (raycast, &rayresult, TERRAIN_ONLY_COLLISION_GROUP, COLLISION_TYPE_PROJECTILE);
-
- scene->Cast_Ray (raytest);
-
- // Did the ray hit an object?
- if (raytest.Result->Fraction < 1.0f) {
-
- // Is the camera in an environment zone (in which case environmental sounds should not be heard)?
- if (GameObjManager::Is_In_Environment_Zone (cameraposition)) {
- amplitude = 0.0f;
- } else {
- amplitude = 0.5f;
- }
- } else {
- amplitude = 1.0f;
- }
- }
- AmplitudeSum -= AmplitudeBuffer [AmplitudeIndex];
- AmplitudeBuffer [AmplitudeIndex] = amplitude;
- AmplitudeSum += amplitude;
- AmplitudeIndex++;
- if (AmplitudeIndex >= AMPLITUDE_BUFFER_SIZE) AmplitudeIndex = 0;
- }
- }
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