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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 : WWAudio *
- * *
- * $Archive:: /Commando/Code/WWAudio/FilteredSound.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 1/25/02 12:09p $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "filteredsound.h"
- #include "wwaudio.h"
- #include "soundscene.h"
- #include "soundchunkids.h"
- #include "persistfactory.h"
- #include "soundhandle.h"
- //////////////////////////////////////////////////////////////////////////////////
- //
- // Static factories
- //
- //////////////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<FilteredSoundClass, CHUNKID_FILTERED_SOUND> _FilteredSoundPersistFactory;
- /////////////////////////////////////////////////////////////////////////////////
- //
- // FilteredSoundClass
- //
- /////////////////////////////////////////////////////////////////////////////////
- FilteredSoundClass::FilteredSoundClass (void)
- : m_hFilter (INVALID_MILES_HANDLE)
- {
- return ;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- //
- // FilteredSoundClass
- //
- ////////////////////////////////////////////////////////////////////////////////////////////////
- FilteredSoundClass::FilteredSoundClass (const FilteredSoundClass &src)
- : m_hFilter (INVALID_MILES_HANDLE),
- SoundPseudo3DClass (src)
- {
- (*this) = src;
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////////
- //
- // ~FilteredSoundClass
- //
- /////////////////////////////////////////////////////////////////////////////////
- FilteredSoundClass::~FilteredSoundClass (void)
- {
- return ;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////
- //
- // operator=
- //
- ////////////////////////////////////////////////////////////////////////////////////////////////
- const FilteredSoundClass &
- FilteredSoundClass::operator= (const FilteredSoundClass &src)
- {
- // Call the base class
- SoundPseudo3DClass::operator= (src);
- return (*this);
- }
- /////////////////////////////////////////////////////////////////////////////////
- //
- // Initialize_Miles_Handle
- //
- /////////////////////////////////////////////////////////////////////////////////
- void
- FilteredSoundClass::Initialize_Miles_Handle (void)
- {
- SoundPseudo3DClass::Initialize_Miles_Handle ();
- m_hFilter = WWAudioClass::Get_Instance ()->Get_Reverb_Filter ();
- if ((m_SoundHandle != NULL) &&
- (m_hFilter != INVALID_MILES_HANDLE)) {
- //
- // Pass the filter onto the sample
- //
- ::AIL_set_sample_processor (m_SoundHandle->Get_HSAMPLE (), DP_FILTER, m_hFilter);
- //
- // Change the reverb's settings to simulate a 'tinny' effect.
- //
- F32 reverb_level = 0.3F;
- F32 reverb_reflect = 0.01F;
- F32 reverb_decay = 0.535F;
- ::AIL_set_filter_sample_preference (m_SoundHandle->Get_HSAMPLE (),
- "Reverb level",
- &reverb_level);
- ::AIL_set_filter_sample_preference (m_SoundHandle->Get_HSAMPLE (),
- "Reverb reflect time",
- &reverb_reflect);
- ::AIL_set_filter_sample_preference (m_SoundHandle->Get_HSAMPLE (),
- "Reverb decay time",
- &reverb_decay);
- }
- Update_Volume ();
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////////
- //
- // Update_Volume
- //
- /////////////////////////////////////////////////////////////////////////////////
- void
- FilteredSoundClass::Update_Volume (void)
- {
- if (m_SoundHandle != NULL) {
- // Determine the listener's position and the sound's position
- SoundSceneClass *scene = WWAudioClass::Get_Instance ()->Get_Sound_Scene ();
- if (scene != NULL) {
- Listener3DClass *listener = scene->Peek_2nd_Listener ();
- if (listener != NULL) {
- Vector3 listener_pos = listener->Get_Position ();
- Vector3 sound_pos = m_Transform.Get_Translation ();
- // Determine a normalized volume from the position
- float distance = (sound_pos - listener_pos).Quick_Length ();
- Update_Pseudo_Volume (distance);
- }
- }
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- /////////////////////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- FilteredSoundClass::Get_Factory (void) const
- {
- return _FilteredSoundPersistFactory;
- }
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