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SoundSceneObj.h 12 KB

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  1. /*
  2. ** Command & Conquer Renegade(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. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WWAudio *
  23. * *
  24. * $Archive:: /Commando/Code/WWAudio/SoundSceneObj.h $*
  25. * *
  26. * $Modtime:: 11/02/01 11:57a $*
  27. * *
  28. * $Revision:: 13 $*
  29. * *
  30. *---------------------------------------------------------------------------------------------*
  31. * Functions: *
  32. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  33. #if defined(_MSC_VER)
  34. #pragma once
  35. #endif
  36. #ifndef __SOUND_SCENE_OBJ_H
  37. #define __SOUND_SCENE_OBJ_H
  38. #include "Refcount.H"
  39. #include "WWAudio.H"
  40. #include "BitType.H"
  41. #include "persist.h"
  42. #include "multilist.h"
  43. #include "mutex.h"
  44. /////////////////////////////////////////////////////////////////////////////////
  45. // Forward declarations
  46. /////////////////////////////////////////////////////////////////////////////////
  47. class SoundCullObjClass;
  48. class SoundSceneClass;
  49. class RenderObjClass;
  50. class Vector3;
  51. class Matrix3D;
  52. class LogicalListenerClass;
  53. class LogicalSoundClass;
  54. class Sound3DClass;
  55. class SoundPseudo3DClass;
  56. class FilteredSoundClass;
  57. class Listener3DClass;
  58. class AudibleSoundClass;
  59. /////////////////////////////////////////////////////////////////////////////////
  60. // Constants
  61. /////////////////////////////////////////////////////////////////////////////////
  62. const uint32 SOUND_OBJ_DEFAULT_ID = 0;
  63. const uint32 SOUND_OBJ_START_ID = 1000000000;
  64. /////////////////////////////////////////////////////////////////////////////////
  65. //
  66. // SoundSceneObjClass
  67. //
  68. // Abstract base class to defines an interface for any sound
  69. // object that will be inserted in the culling system.
  70. //
  71. /////////////////////////////////////////////////////////////////////////////////
  72. class SoundSceneObjClass : public MultiListObjectClass, public PersistClass, public RefCountClass
  73. {
  74. public:
  75. //////////////////////////////////////////////////////////////////////
  76. // Public friends
  77. //////////////////////////////////////////////////////////////////////
  78. friend class SoundSceneClass;
  79. friend class WWAudioClass;
  80. friend class HandleMgrClass;
  81. //////////////////////////////////////////////////////////////////////
  82. // Public constructors/destructors
  83. //////////////////////////////////////////////////////////////////////
  84. SoundSceneObjClass (void);
  85. SoundSceneObjClass (const SoundSceneObjClass &src);
  86. virtual ~SoundSceneObjClass (void);
  87. //////////////////////////////////////////////////////////////////////
  88. // Public operators
  89. //////////////////////////////////////////////////////////////////////
  90. const SoundSceneObjClass &operator= (const SoundSceneObjClass &src);
  91. //////////////////////////////////////////////////////////////////////
  92. // Public methods
  93. //////////////////////////////////////////////////////////////////////
  94. //////////////////////////////////////////////////////////////////////
  95. // Conversion methods
  96. //////////////////////////////////////////////////////////////////////
  97. virtual Sound3DClass * As_Sound3DClass (void) { return NULL; }
  98. virtual SoundPseudo3DClass * As_SoundPseudo3DClass (void) { return NULL; }
  99. virtual FilteredSoundClass * As_FilteredSoundClass (void) { return NULL; }
  100. virtual Listener3DClass * As_Listener3DClass (void) { return NULL; }
  101. virtual AudibleSoundClass * As_AudibleSoundClass(void) { return NULL; }
  102. //////////////////////////////////////////////////////////////////////
  103. // Identification methods
  104. //////////////////////////////////////////////////////////////////////
  105. virtual uint32 Get_ID (void) const { return m_ID; }
  106. virtual void Set_ID (uint32 id);
  107. //////////////////////////////////////////////////////////////////////
  108. // Update methods
  109. //////////////////////////////////////////////////////////////////////
  110. virtual bool On_Frame_Update (unsigned int milliseconds = 0);
  111. //////////////////////////////////////////////////////////////////////
  112. // Event handling
  113. //////////////////////////////////////////////////////////////////////
  114. virtual void On_Event (AudioCallbackClass::EVENTS event, uint32 param1 = 0, uint32 param2 = 0);
  115. virtual void Register_Callback (AudioCallbackClass::EVENTS events, AudioCallbackClass *callback);
  116. virtual void Remove_Callback (void);
  117. //////////////////////////////////////////////////////////////////////
  118. // Position/direction methods
  119. //////////////////////////////////////////////////////////////////////
  120. virtual void Set_Position (const Vector3 &position) = 0;
  121. virtual Vector3 Get_Position (void) const = 0;
  122. virtual void Set_Listener_Transform (const Matrix3D &tm) {};
  123. virtual void Set_Transform (const Matrix3D &transform) = 0;
  124. virtual Matrix3D Get_Transform (void) const = 0;
  125. //////////////////////////////////////////////////////////////////////
  126. // Culling methods
  127. //////////////////////////////////////////////////////////////////////
  128. virtual void Cull_Sound (bool culled = true) = 0;
  129. virtual bool Is_Sound_Culled (void) const = 0;
  130. //////////////////////////////////////////////////////////////////////
  131. // User data methods
  132. //////////////////////////////////////////////////////////////////////
  133. virtual void Set_User_Data (RefCountClass *user_obj = NULL, uint32 user = 0) { REF_PTR_SET (m_UserObj, user_obj); m_UserData = user; }
  134. virtual uint32 Get_User_Data (void) const { return m_UserData; }
  135. virtual RefCountClass *Peek_User_Obj (void) const { return m_UserObj; }
  136. //////////////////////////////////////////////////////////////////////
  137. // Attached object methods
  138. //////////////////////////////////////////////////////////////////////
  139. virtual void Attach_To_Object (RenderObjClass *render_obj, int bone_index = -1);
  140. virtual void Attach_To_Object (RenderObjClass *render_obj, const char *bone_name);
  141. virtual RenderObjClass *Peek_Parent_Object (void) { return m_AttachedObject; }
  142. virtual int Get_Parent_Bone (void) { return m_AttachedBone; }
  143. virtual void Apply_Auto_Position (void);
  144. //////////////////////////////////////////////////////////////////////
  145. // Scene integration
  146. //////////////////////////////////////////////////////////////////////
  147. virtual void Add_To_Scene (bool start_playing = true) = 0;
  148. virtual void Remove_From_Scene (void) = 0;
  149. virtual bool Is_In_Scene (void) const { return m_Scene != NULL; }
  150. //////////////////////////////////////////////////////////////////////
  151. // Attenuation settings
  152. //////////////////////////////////////////////////////////////////////
  153. //
  154. // This is the distance where the sound can not be heard any longer. (its vol is 0)
  155. //
  156. virtual void Set_DropOff_Radius (float radius = 1) = 0;
  157. virtual float Get_DropOff_Radius (void) const = 0;
  158. //////////////////////////////////////////////////////////////////////
  159. // From PersistClass
  160. //////////////////////////////////////////////////////////////////////
  161. bool Save (ChunkSaveClass &csave);
  162. bool Load (ChunkLoadClass &cload);
  163. protected:
  164. //////////////////////////////////////////////////////////////////////
  165. // Handle information
  166. //////////////////////////////////////////////////////////////////////
  167. virtual SoundCullObjClass * Peek_Cullable_Wrapper (void) const { return m_PhysWrapper; }
  168. virtual void Set_Cullable_Wrapper (SoundCullObjClass *obj) { m_PhysWrapper = obj; }
  169. //////////////////////////////////////////////////////////////////////
  170. // Sound object managment
  171. //////////////////////////////////////////////////////////////////////
  172. static void Register_Sound_Object (SoundSceneObjClass *sound_obj);
  173. static void Unregister_Sound_Object (SoundSceneObjClass *sound_obj);
  174. static bool Find_Sound_Object (uint32 id_to_find, int *index);
  175. //////////////////////////////////////////////////////////////////////
  176. // Protected member data
  177. //////////////////////////////////////////////////////////////////////
  178. SoundSceneClass * m_Scene;
  179. SoundCullObjClass * m_PhysWrapper;
  180. AudioCallbackClass * m_pCallback;
  181. AudioCallbackClass::EVENTS m_RegisteredEvents;
  182. uint32 m_ID;
  183. RenderObjClass * m_AttachedObject;
  184. int m_AttachedBone;
  185. uint32 m_UserData;
  186. RefCountClass * m_UserObj;
  187. static DynamicVectorClass<SoundSceneObjClass *> m_GlobalSoundList;
  188. static uint32 m_NextAvailableID;
  189. static CriticalSectionClass m_IDListMutex;
  190. };
  191. //////////////////////////////////////////////////////////////////////////////
  192. //
  193. // On_Event
  194. //
  195. //////////////////////////////////////////////////////////////////////////////
  196. __inline void
  197. SoundSceneObjClass::On_Event
  198. (
  199. AudioCallbackClass::EVENTS event,
  200. uint32 param1,
  201. uint32 param2
  202. )
  203. {
  204. if ((m_pCallback != NULL) && (m_RegisteredEvents & event)) {
  205. switch (event)
  206. {
  207. case AudioCallbackClass::EVENT_SOUND_STARTED:
  208. m_pCallback->On_Sound_Started (this);
  209. break;
  210. case AudioCallbackClass::EVENT_SOUND_ENDED:
  211. m_pCallback->On_Sound_Ended (this);
  212. break;
  213. case AudioCallbackClass::EVENT_LOGICAL_HEARD:
  214. m_pCallback->On_Logical_Heard ((LogicalListenerClass *)param1, (LogicalSoundClass *)param2);
  215. break;
  216. }
  217. }
  218. return ;
  219. }
  220. //////////////////////////////////////////////////////////////////////////////
  221. // Register_Callback
  222. //////////////////////////////////////////////////////////////////////////////
  223. __inline void
  224. SoundSceneObjClass::Register_Callback
  225. (
  226. AudioCallbackClass::EVENTS events,
  227. AudioCallbackClass * callback
  228. )
  229. {
  230. //
  231. // Unregister the old callback
  232. //
  233. if (m_pCallback != NULL) {
  234. m_pCallback->On_UnRegistered (this);
  235. }
  236. m_RegisteredEvents = events;
  237. m_pCallback = callback;
  238. //
  239. // Register the new callbcak
  240. //
  241. if (m_pCallback != NULL) {
  242. m_pCallback->On_Registered (this);
  243. }
  244. return ;
  245. }
  246. //////////////////////////////////////////////////////////////////////////////
  247. // Remove_Callback
  248. //////////////////////////////////////////////////////////////////////////////
  249. __inline void
  250. SoundSceneObjClass::Remove_Callback (void)
  251. {
  252. m_pCallback = NULL;
  253. m_RegisteredEvents = AudioCallbackClass::EVENT_NONE;
  254. return ;
  255. }
  256. #endif //__SOUND_SCENE_OBJ_H