thug/Code/Gel/Components/soundcomponent.h
2016-02-14 08:39:12 +11:00

101 lines
3.4 KiB
C++

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