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101 lines
3.4 KiB
C++
101 lines
3.4 KiB
C++
//****************************************************************************
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//* MODULE: Gel/Components
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//* FILENAME: SoundComponent.h
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//* OWNER: Mick West
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//* CREATION DATE: 10/17/2002
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//****************************************************************************
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#ifndef __COMPONENTS_SOUNDCOMPONENT_H__
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#define __COMPONENTS_SOUNDCOMPONENT_H__
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#include <core/defines.h>
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#include <core/support.h>
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#include <core/math.h>
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#include <gel/object/basecomponent.h>
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#include <gel/soundfx/soundfx.h>
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// Just thinking about it - a generic way of accessing the component
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#define CRC_SOUND CRCD(0x7713c7b,"Sound")
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#define GetSoundComponent() ((Obj::CSoundComponent*)GetComponent(CRC_SOUND))
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#define GetSoundComponentFromObject(pObj) ((Obj::CSoundComponent*)(pObj)->GetComponent(CRC_SOUND))
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//#define GetSounds() ((CSoundComponent*)GetComponent(CRC_SOUND))
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#define NUM_GENERAL_SOUNDS_PER_OBJECT ( 10 )
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namespace Script
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{
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class CScript;
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class CStruct;
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}
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namespace Obj
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{
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// Forward declarations
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class CEmitterObject;
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class CProximNode;
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class CSoundComponent : public CBaseComponent
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{
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public:
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CSoundComponent();
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virtual ~CSoundComponent();
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virtual void Update();
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virtual void Teleport();
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virtual void InitFromStructure( Script::CStruct* pParams );
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static CBaseComponent * s_create();
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CBaseComponent::EMemberFunctionResult CallMemberFunction( uint32 Checksum, Script::CStruct *pParams, Script::CScript *pScript );
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virtual void GetDebugInfo(Script::CStruct *p_info);
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// Big old pile of crap....
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public:
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void SetSound( Script::CStruct *pParams );
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void SoundOutOfRange( ObjectSoundInfo *pInfo, Tmr::Time gameTime );
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void UpdateObjectSound( ObjectSoundInfo *pInfo );
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int PlaySound_VolumeAndPan( uint32 soundChecksum, float volume = 100.0f, float pitch = 100.0,
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float dropoffDist = 0.0f, EDropoffFunc dropoffFunction = DROPOFF_FUNC_STANDARD,
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bool noPosUpdate = false );
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virtual void BroadcastScriptedSound( uint32 soundChecksum, float volume, float pitch ) { };
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void PlayScriptedSound( Script::CStruct *pParams );
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Mth::Vector GetPosition() const { return m_pos; }
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Mth::Vector GetClosestEmitterPos( Gfx::Camera *pCamera );
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Mth::Vector GetClosestOldEmitterPos( Gfx::Camera *pCamera );
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bool HasProximNode() const { return mp_proxim_node != NULL; }
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void ClearProximNode() { mp_proxim_node = NULL; } // Needed for early proxim node cleanup
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bool GetClosestDropoffPos( Gfx::Camera *pCamera, Mth::Vector & dropoff_pos ); // returns true if position defined
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// If the sound is muted due to the object being far from the nearest camera,
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// update the pitch and volume so that when it comes back onto the screen it
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// is how the designer would expect it ( called from GameObj_Update )
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void UpdateMutedSounds( void );
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#define MAX_NUM_SOUNDFX_CHECKSUMS 8
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uint32 mSoundFXChecksums[ MAX_NUM_SOUNDFX_CHECKSUMS ];
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void AdjustObjectSound( Script::CStruct *pParams, Script::CScript *pScript );
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ObjectSoundInfo *GetLoopingSoundInfo( uint32 soundChecksum );
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#define MAX_NUM_LOOPING_SOUNDS_PER_OBJECT 2
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ObjectSoundInfo mSoundInfo[ MAX_NUM_LOOPING_SOUNDS_PER_OBJECT ];
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protected:
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Mth::Vector m_pos,m_old_pos;
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CEmitterObject *mp_emitter;
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CProximNode * mp_proxim_node;
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};
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}
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#endif
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