| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227 |
- /*
- ** 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/SoundScene.h $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 2/07/01 6:10p $*
- * *
- * $Revision:: 8 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __SOUNDSCENE_H
- #define __SOUNDSCENE_H
- #include "aabtreecull.h"
- #include "gridcull.h"
- #include "listener.h"
- #include "vector.h"
- #include "priorityvector.h"
- #include "soundcullobj.h"
- #include "logicallistener.h"
- #include "multilist.h"
- // Forward declarations
- class RenderObjClass;
- class ChunkSaveClass;
- class ChunkLoadClass;
- //////////////////////////////////////////////////////////////////////////////////
- //
- // Typedefs
- //
- //////////////////////////////////////////////////////////////////////////////////
- typedef TypedGridCullSystemClass<SoundCullObjClass> DynamicSoundCullClass;
- typedef TypedAABTreeCullSystemClass<SoundCullObjClass> StaticSoundCullClass;
- typedef MultiListClass<AudibleSoundClass> AUDIBLE_SOUND_LIST;
- typedef MultiListClass<SoundCullObjClass> SOUND_LIST;
- typedef MultiListClass<LogicalSoundClass> LOGICAL_SOUND_LIST;
- typedef MultiListClass<LogicalListenerClass> LOGICAL_LISTENER_LIST;
- /////////////////////////////////////////////////////////////////////////////////
- //
- // SoundSceneClass
- //
- // Mimics the 'SceneClass' for render objects. Used to insert 3D sounds into
- // a virtual world. Used to efficiently cull sounds that are too far away
- // from the listner to be heard.
- //
- class SoundSceneClass
- {
- public:
- //////////////////////////////////////////////////////////////////////
- // Friend classes
- //////////////////////////////////////////////////////////////////////
- friend class WWAudioClass;
- //////////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- //////////////////////////////////////////////////////////////////////
- SoundSceneClass (void);
- virtual ~SoundSceneClass (void);
- //////////////////////////////////////////////////////////////////////
- // Partition methods
- //////////////////////////////////////////////////////////////////////
- virtual void Re_Partition (const Vector3 &min_dimension, const Vector3 &max_dimension);
- //////////////////////////////////////////////////////////////////////
- // Logical sound methods
- //////////////////////////////////////////////////////////////////////
- virtual void Collect_Logical_Sounds (int listener_count = -1);
- //////////////////////////////////////////////////////////////////////
- // Listener methods
- //////////////////////////////////////////////////////////////////////
- virtual void Attach_Listener_To_Obj (RenderObjClass *render_obj, int bone_index = -1) { m_Listener->Attach_To_Object (render_obj, bone_index); }
- virtual void Set_Listener_Position (const Vector3 &pos) { m_Listener->Set_Position (pos); }
- virtual Vector3 Get_Listener_Position (void) const { return m_Listener->Get_Position (); }
- virtual void Set_Listener_Transform (const Matrix3D &transform) { m_Listener->Set_Transform (transform); }
- virtual Matrix3D Get_Listener_Transform (void) const { return m_Listener->Get_Transform (); }
- virtual Listener3DClass *Peek_2nd_Listener (void) const { return m_2ndListener; }
- virtual void Set_2nd_Listener (Listener3DClass *listener);
- //////////////////////////////////////////////////////////////////////
- // Sound insertion
- //////////////////////////////////////////////////////////////////////
- virtual void Flush_Scene (void);
- virtual void Update_Sound (SoundCullObjClass *sound_obj);
- //
- // These methods are for inserting audible-dynamic sounds into the scene.
- //
- virtual void Add_Sound (AudibleSoundClass *sound_obj, bool start_playing = true);
- virtual void Remove_Sound (AudibleSoundClass *sound_obj, bool stop_playing = true);
- //
- // Static sounds are those that will never change position in the world.
- // These sounds can be more efficiently culled.
- //
- virtual void Add_Static_Sound (AudibleSoundClass *sound_obj, bool start_playing = true);
- virtual void Remove_Static_Sound (AudibleSoundClass *sound_obj, bool stop_playing = true);
- //
- // These methods are for inserting logical sounds and listeners into the scene.
- //
- virtual void Add_Logical_Sound (LogicalSoundClass *sound_obj, bool single_shot = false);
- virtual void Remove_Logical_Sound (LogicalSoundClass *sound_obj, bool single_shot = false, bool remove_from_list = true);
- virtual void Add_Logical_Listener (LogicalListenerClass *listener_obj);
- virtual void Remove_Logical_Listener (LogicalListenerClass *listener_obj);
- //////////////////////////////////////////////////////////////////////
- // Save/Load
- //////////////////////////////////////////////////////////////////////
- bool Save_Static (ChunkSaveClass &csave);
- bool Load_Static (ChunkLoadClass &cload);
- bool Save_Dynamic (ChunkSaveClass &csave);
- bool Load_Dynamic (ChunkLoadClass &cload);
-
- bool Is_Batch_Mode (void) const { return m_IsBatchMode; }
- void Set_Batch_Mode (bool batch_mode) { m_IsBatchMode = batch_mode; }
- //////////////////////////////////////////////////////////////////////
- // Debugging
- //////////////////////////////////////////////////////////////////////
- bool Is_Sound_In_Scene (AudibleSoundClass *sound_obj, bool all = true);
- protected:
-
- //////////////////////////////////////////////////////////////////////
- // Protected methods
- //////////////////////////////////////////////////////////////////////
- virtual void On_Frame_Update (unsigned int milliseconds = 0);
- virtual void Initialize (void);
- virtual bool Is_Logical_Sound_In_Scene (LogicalSoundClass *sound_obj, bool single_shot = false);
- // Save/load methods
- virtual void Save_Static_Sounds (ChunkSaveClass &csave);
- virtual void Load_Static_Sounds (ChunkLoadClass &cload);
- //////////////////////////////////////////////////////////////////////
- // Collection methods
- //////////////////////////////////////////////////////////////////////
- class AudibleInfoClass : public MultiListObjectClass, public AutoPoolClass<AudibleInfoClass, 64>
- {
- public:
- AudibleInfoClass (void)
- : sound_obj (NULL),
- distance2 (0) { }
- AudibleInfoClass (AudibleSoundClass *obj, float dist2)
- : sound_obj (obj),
- distance2 (dist2) { }
- AudibleSoundClass * sound_obj;
- float distance2;
- };
- typedef MultiListClass<AudibleInfoClass> COLLECTED_SOUNDS;
- virtual void Collect_Audible_Sounds (Listener3DClass *listener, COLLECTED_SOUNDS &list);
- private:
- //////////////////////////////////////////////////////////////////////
- // Private member data
- //////////////////////////////////////////////////////////////////////
- Listener3DClass * m_Listener;
- Listener3DClass * m_2ndListener;
- AUDIBLE_SOUND_LIST m_LastSoundsAudible;
- SOUND_LIST m_DynamicSounds;
- SOUND_LIST m_StaticSounds;
- LOGICAL_SOUND_LIST m_LogicalSounds;
- LOGICAL_SOUND_LIST m_SingleShotLogicalSounds;
- LOGICAL_LISTENER_LIST m_LogicalListeners;
- DynamicSoundCullClass m_ListenerCullingSystem;
- DynamicSoundCullClass m_LogicalCullingSystem;
- DynamicSoundCullClass m_DynamicCullingSystem;
- StaticSoundCullClass m_StaticCullingSystem;
- Vector3 m_MinExtents;
- Vector3 m_MaxExtents;
- bool m_IsBatchMode;
- };
- #endif //__SOUNDSCENE_H
|