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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/SoundSceneObj.h $*
- * *
- * $Modtime:: 11/02/01 11:57a $*
- * *
- * $Revision:: 13 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __SOUND_SCENE_OBJ_H
- #define __SOUND_SCENE_OBJ_H
- #include "Refcount.H"
- #include "WWAudio.H"
- #include "BitType.H"
- #include "persist.h"
- #include "multilist.h"
- #include "mutex.h"
- /////////////////////////////////////////////////////////////////////////////////
- // Forward declarations
- /////////////////////////////////////////////////////////////////////////////////
- class SoundCullObjClass;
- class SoundSceneClass;
- class RenderObjClass;
- class Vector3;
- class Matrix3D;
- class LogicalListenerClass;
- class LogicalSoundClass;
- class Sound3DClass;
- class SoundPseudo3DClass;
- class FilteredSoundClass;
- class Listener3DClass;
- class AudibleSoundClass;
- /////////////////////////////////////////////////////////////////////////////////
- // Constants
- /////////////////////////////////////////////////////////////////////////////////
- const uint32 SOUND_OBJ_DEFAULT_ID = 0;
- const uint32 SOUND_OBJ_START_ID = 1000000000;
- /////////////////////////////////////////////////////////////////////////////////
- //
- // SoundSceneObjClass
- //
- // Abstract base class to defines an interface for any sound
- // object that will be inserted in the culling system.
- //
- /////////////////////////////////////////////////////////////////////////////////
- class SoundSceneObjClass : public MultiListObjectClass, public PersistClass, public RefCountClass
- {
- public:
- //////////////////////////////////////////////////////////////////////
- // Public friends
- //////////////////////////////////////////////////////////////////////
- friend class SoundSceneClass;
- friend class WWAudioClass;
- friend class HandleMgrClass;
- //////////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- //////////////////////////////////////////////////////////////////////
- SoundSceneObjClass (void);
- SoundSceneObjClass (const SoundSceneObjClass &src);
- virtual ~SoundSceneObjClass (void);
- //////////////////////////////////////////////////////////////////////
- // Public operators
- //////////////////////////////////////////////////////////////////////
- const SoundSceneObjClass &operator= (const SoundSceneObjClass &src);
- //////////////////////////////////////////////////////////////////////
- // Public methods
- //////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////
- // Conversion methods
- //////////////////////////////////////////////////////////////////////
- virtual Sound3DClass * As_Sound3DClass (void) { return NULL; }
- virtual SoundPseudo3DClass * As_SoundPseudo3DClass (void) { return NULL; }
- virtual FilteredSoundClass * As_FilteredSoundClass (void) { return NULL; }
- virtual Listener3DClass * As_Listener3DClass (void) { return NULL; }
- virtual AudibleSoundClass * As_AudibleSoundClass(void) { return NULL; }
- //////////////////////////////////////////////////////////////////////
- // Identification methods
- //////////////////////////////////////////////////////////////////////
- virtual uint32 Get_ID (void) const { return m_ID; }
- virtual void Set_ID (uint32 id);
- //////////////////////////////////////////////////////////////////////
- // Update methods
- //////////////////////////////////////////////////////////////////////
- virtual bool On_Frame_Update (unsigned int milliseconds = 0);
- //////////////////////////////////////////////////////////////////////
- // Event handling
- //////////////////////////////////////////////////////////////////////
- virtual void On_Event (AudioCallbackClass::EVENTS event, uint32 param1 = 0, uint32 param2 = 0);
- virtual void Register_Callback (AudioCallbackClass::EVENTS events, AudioCallbackClass *callback);
- virtual void Remove_Callback (void);
- //////////////////////////////////////////////////////////////////////
- // Position/direction methods
- //////////////////////////////////////////////////////////////////////
- virtual void Set_Position (const Vector3 &position) = 0;
- virtual Vector3 Get_Position (void) const = 0;
- virtual void Set_Listener_Transform (const Matrix3D &tm) {};
- virtual void Set_Transform (const Matrix3D &transform) = 0;
- virtual Matrix3D Get_Transform (void) const = 0;
- //////////////////////////////////////////////////////////////////////
- // Culling methods
- //////////////////////////////////////////////////////////////////////
- virtual void Cull_Sound (bool culled = true) = 0;
- virtual bool Is_Sound_Culled (void) const = 0;
- //////////////////////////////////////////////////////////////////////
- // User data methods
- //////////////////////////////////////////////////////////////////////
- virtual void Set_User_Data (RefCountClass *user_obj = NULL, uint32 user = 0) { REF_PTR_SET (m_UserObj, user_obj); m_UserData = user; }
- virtual uint32 Get_User_Data (void) const { return m_UserData; }
- virtual RefCountClass *Peek_User_Obj (void) const { return m_UserObj; }
- //////////////////////////////////////////////////////////////////////
- // Attached object methods
- //////////////////////////////////////////////////////////////////////
- virtual void Attach_To_Object (RenderObjClass *render_obj, int bone_index = -1);
- virtual void Attach_To_Object (RenderObjClass *render_obj, const char *bone_name);
- virtual RenderObjClass *Peek_Parent_Object (void) { return m_AttachedObject; }
- virtual int Get_Parent_Bone (void) { return m_AttachedBone; }
- virtual void Apply_Auto_Position (void);
- //////////////////////////////////////////////////////////////////////
- // Scene integration
- //////////////////////////////////////////////////////////////////////
- virtual void Add_To_Scene (bool start_playing = true) = 0;
- virtual void Remove_From_Scene (void) = 0;
- virtual bool Is_In_Scene (void) const { return m_Scene != NULL; }
- //////////////////////////////////////////////////////////////////////
- // Attenuation settings
- //////////////////////////////////////////////////////////////////////
- //
- // 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) = 0;
- virtual float Get_DropOff_Radius (void) const = 0;
- //////////////////////////////////////////////////////////////////////
- // From PersistClass
- //////////////////////////////////////////////////////////////////////
- bool Save (ChunkSaveClass &csave);
- 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; }
- //////////////////////////////////////////////////////////////////////
- // Sound object managment
- //////////////////////////////////////////////////////////////////////
- static void Register_Sound_Object (SoundSceneObjClass *sound_obj);
- static void Unregister_Sound_Object (SoundSceneObjClass *sound_obj);
- static bool Find_Sound_Object (uint32 id_to_find, int *index);
- //////////////////////////////////////////////////////////////////////
- // Protected member data
- //////////////////////////////////////////////////////////////////////
- SoundSceneClass * m_Scene;
- SoundCullObjClass * m_PhysWrapper;
- AudioCallbackClass * m_pCallback;
- AudioCallbackClass::EVENTS m_RegisteredEvents;
- uint32 m_ID;
- RenderObjClass * m_AttachedObject;
- int m_AttachedBone;
- uint32 m_UserData;
- RefCountClass * m_UserObj;
- static DynamicVectorClass<SoundSceneObjClass *> m_GlobalSoundList;
- static uint32 m_NextAvailableID;
- static CriticalSectionClass m_IDListMutex;
- };
- //////////////////////////////////////////////////////////////////////////////
- //
- // On_Event
- //
- //////////////////////////////////////////////////////////////////////////////
- __inline void
- SoundSceneObjClass::On_Event
- (
- AudioCallbackClass::EVENTS event,
- uint32 param1,
- uint32 param2
- )
- {
- if ((m_pCallback != NULL) && (m_RegisteredEvents & event)) {
- switch (event)
- {
- case AudioCallbackClass::EVENT_SOUND_STARTED:
- m_pCallback->On_Sound_Started (this);
- break;
- case AudioCallbackClass::EVENT_SOUND_ENDED:
- m_pCallback->On_Sound_Ended (this);
- break;
- case AudioCallbackClass::EVENT_LOGICAL_HEARD:
- m_pCallback->On_Logical_Heard ((LogicalListenerClass *)param1, (LogicalSoundClass *)param2);
- break;
- }
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- // Register_Callback
- //////////////////////////////////////////////////////////////////////////////
- __inline void
- SoundSceneObjClass::Register_Callback
- (
- AudioCallbackClass::EVENTS events,
- AudioCallbackClass * callback
- )
- {
- //
- // Unregister the old callback
- //
- if (m_pCallback != NULL) {
- m_pCallback->On_UnRegistered (this);
- }
- m_RegisteredEvents = events;
- m_pCallback = callback;
- //
- // Register the new callbcak
- //
- if (m_pCallback != NULL) {
- m_pCallback->On_Registered (this);
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- // Remove_Callback
- //////////////////////////////////////////////////////////////////////////////
- __inline void
- SoundSceneObjClass::Remove_Callback (void)
- {
- m_pCallback = NULL;
- m_RegisteredEvents = AudioCallbackClass::EVENT_NONE;
- return ;
- }
- #endif //__SOUND_SCENE_OBJ_H
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