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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/Sound3D.h $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 11/28/01 8:57a $*
- * *
- * $Revision:: 14 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __SOUND3DOBJ_H
- #define __SOUND3DOBJ_H
- #include "AudibleSound.H"
- #include "mempool.h"
- /////////////////////////////////////////////////////////////////////////////////
- //
- // Sound3DClass
- //
- // Class defining a 3D sound. A 3D sound uses position and velocity information
- // to determine volume/panning/doppler etc.
- //
- // A 3D sound should be added to the SoundScene rather than explicitly played. The
- // SoundScene will determine when a 3D sound is 'in range' and play it...
- //
- class Sound3DClass : public AudibleSoundClass
- {
- public:
- //////////////////////////////////////////////////////////////////////
- // Friend classes
- //////////////////////////////////////////////////////////////////////
- friend class SoundSceneClass;
- //////////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- //////////////////////////////////////////////////////////////////////
- Sound3DClass (const Sound3DClass &src);
- Sound3DClass (void);
- virtual ~Sound3DClass (void);
- //////////////////////////////////////////////////////////////////////
- // Public operators
- //////////////////////////////////////////////////////////////////////
- const Sound3DClass &operator= (const Sound3DClass &src);
- //////////////////////////////////////////////////////////////////////
- // Identification methods
- //////////////////////////////////////////////////////////////////////
- virtual SOUND_CLASSID Get_Class_ID (void) const { return CLASSID_3D; }
- virtual void Make_Static (bool is_static = true) { m_IsStatic = is_static; }
- virtual bool Is_Static (void) const { return m_IsStatic; }
- //////////////////////////////////////////////////////////////////////
- // Conversion methods
- //////////////////////////////////////////////////////////////////////
- virtual Sound3DClass * As_Sound3DClass (void) { return this; }
- //////////////////////////////////////////////////////////////////////
- // State control methods
- //////////////////////////////////////////////////////////////////////
- virtual bool Play (bool alloc_handle = true);
- //////////////////////////////////////////////////////////////////////
- // Priority control
- //////////////////////////////////////////////////////////////////////
- virtual float Get_Priority (void) const { if (m_IsCulled) return 0; return m_Priority; }
- //////////////////////////////////////////////////////////////////////
- // Scene integration
- //////////////////////////////////////////////////////////////////////
- virtual void Add_To_Scene (bool start_playing = true);
- virtual void Remove_From_Scene (void);
- //////////////////////////////////////////////////////////////////////
- // Position/direction methods
- //////////////////////////////////////////////////////////////////////
- virtual void Set_Position (const Vector3 &position);
- virtual Vector3 Get_Position (void) const { return m_Transform.Get_Translation (); }
- virtual void Set_Listener_Transform (const Matrix3D &tm);
- virtual void Set_Transform (const Matrix3D &transform);
- virtual Matrix3D Get_Transform (void) const { return m_Transform; }
- void Update_Miles_Transform (void);
- //////////////////////////////////////////////////////////////////////
- // Velocity methods
- //////////////////////////////////////////////////////////////////////
-
- //
- // The velocity settings are in meters per millisecond.
- //
- virtual void Set_Velocity (const Vector3 &velocity);
- virtual Vector3 Get_Velocity (void) const { return m_CurrentVelocity; }
- virtual void Get_Velocity (Vector3 &velocity) const { velocity = m_CurrentVelocity; }
- virtual void Auto_Calc_Velocity (bool autocalc = true) { m_bAutoCalcVel = autocalc; }
- virtual bool Is_Auto_Calc_Velocity_On (void) const { return m_bAutoCalcVel; }
- //////////////////////////////////////////////////////////////////////
- // Attenuation settings
- //////////////////////////////////////////////////////////////////////
-
- //
- // The maximum-volume radius is the distance from the sound-emitter where
- // it seems as loud as it is going to get. Volume does not increase after this
- // point. Volume is linerally interpolated from the DropOff distance to the MaxVol
- // distance. For some objects (like an airplane) the max-vol distance is
- // not 0, but would be 100 or so meters away.
- //
- virtual void Set_Max_Vol_Radius (float radius = 0);
- virtual float Get_Max_Vol_Radius (void) const { return m_MaxVolRadius; }
- //
- // This is the distance where the sound can not be heard any longer. (its vol is 0)
- //
- virtual void Set_DropOff_Radius (float radius = 1);
- virtual float Get_DropOff_Radius () {return(m_DropOffRadius);}
- // From PersistClass
- const PersistFactoryClass & Get_Factory (void) const;
- //
- // From PersistClass
- //
- virtual bool Save (ChunkSaveClass &csave);
- virtual bool Load (ChunkLoadClass &cload);
- protected:
- //////////////////////////////////////////////////////////////////////
- // Handle information
- //////////////////////////////////////////////////////////////////////
- virtual SoundCullObjClass * Peek_Cullable_Wrapper (void) const { return m_PhysWrapper; }
- virtual void Set_Cullable_Wrapper (SoundCullObjClass *obj) { m_PhysWrapper = obj; }
- //////////////////////////////////////////////////////////////////////
- // Update methods
- //////////////////////////////////////////////////////////////////////
- virtual bool On_Frame_Update (unsigned int milliseconds = 0);
- void Update_Edge_Volume (void);
- //////////////////////////////////////////////////////////////////////
- // Handle information
- //////////////////////////////////////////////////////////////////////
- virtual void Set_Miles_Handle (MILES_HANDLE handle);
- virtual void Initialize_Miles_Handle (void);
- virtual void Allocate_Miles_Handle (void);
- //////////////////////////////////////////////////////////////////////
- // Event handling
- //////////////////////////////////////////////////////////////////////
- virtual void On_Loop_End (void);
- //////////////////////////////////////////////////////////////////////
- // Protected member data
- //////////////////////////////////////////////////////////////////////
- bool m_IsTransformInitted;
- bool m_bAutoCalcVel;
- Vector3 m_CurrentVelocity;
- float m_MaxVolRadius;
- bool m_IsStatic;
- unsigned int m_LastUpdate;
- };
- #endif //__SOUND3DOBJ_H
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