Files
BT411/engine/MUNGA/AUDREND.h
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00

251 lines
5.9 KiB
C++

#pragma once
#include "renderer.h"
#include "audio.h"
#include "audsrc.h"
#include "audwgt.h"
#include "event.h"
#include "..\munga_l4\l4audhdw.h"
//##########################################################################
//######################## AudioRenderer #############################
//##########################################################################
class AudioEvent;
class AudioRenderer:
public Renderer
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, Testing
//
public:
AudioRenderer(RendererRate render_rate);
~AudioRenderer();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Renderer Interface
//
public:
virtual void
Initialize();
void
LinkToEntity(Entity *entity);
AudioHead*
GetAudioHead();
AudioFrameCount
GetAudioFrameCount();
virtual void ReleaseSourceSet(SourceSet &sourceSet) = 0;
void
PostAudioRequestMessage(
AudioSource *audio_source,
AudioSource::RequestMessage *message
);
Logical
ProcessAudioRequestMessage();
void
FlushAudioMessages(AudioSource *audio_source);
Logical
ExecuteBackground();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Implementations
//
protected:
void
ExecuteImplementation(
RendererComplexity complexity_update,
RendererOrigin::InterestingEntityIterator *iterator
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private Methods
//
private:
virtual AudioHead*
MakeAudioHead();
void
StartEntityEffectImplementation(
Entity *entity,
DamageZone *damage_zone,
ResourceDescription::ResourceID resource_ID
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
private:
typedef VChainOf<AudioEvent*, AudioWeighting>
AudioEventSocket;
typedef VChainIteratorOf<AudioEvent*, AudioWeighting>
AudioEventIterator;
AudioHead
*audioHead;
AudioEventSocket
audioEventSocket;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Audio Renderer Statistics
//
#ifdef LAB_ONLY
public:
int
sourceClippedCount;
int
sourceStartCount;
int
sourceSuspendCount;
int
sourceResumeCount;
int
doubleTriggerCount;
int
resourceStealCount;
int
resourceStealPriorityCount;
int
resourceStealVolumeCount;
int
stealShortDurationCount;
#endif
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioRenderer inlines ~~~~~~~~~~~~~~~~~~~~~~~~
inline AudioHead*
AudioRenderer::GetAudioHead()
{
Check(audioHead);
return audioHead;
}
inline AudioFrameCount
AudioRenderer::GetAudioFrameCount()
{
Check(audioHead);
return audioHead->GetAudioFrameCount();
}
inline Logical
AudioRenderer::ExecuteBackground()
{
Check(this);
return ProcessAudioRequestMessage();
}
//~~~~~~~~~~~~~~~~~~~~~~~~ AudioRenderer profile macros ~~~~~~~~~~~~~~~~~~~~
#if defined(TRACE_AUDIO_RENDERER)
extern BitTrace Audio_Renderer;
#define SET_AUDIO_RENDERER() Audio_Renderer.Set()
#define CLEAR_AUDIO_RENDERER() Audio_Renderer.Clear()
#else
#define SET_AUDIO_RENDERER()
#define CLEAR_AUDIO_RENDERER()
#endif
#if defined(TRACE_AUDIO_RENDERER_CREATE_OBJECTS)
extern BitTrace Audio_Renderer_Create_Objects;
#define SET_AUDIO_RENDERER_CREATE_OBJECTS() Audio_Renderer_Create_Objects.Set()
#define CLEAR_AUDIO_RENDERER_CREATE_OBJECTS() Audio_Renderer_Create_Objects.Clear()
#else
#define SET_AUDIO_RENDERER_CREATE_OBJECTS()
#define CLEAR_AUDIO_RENDERER_CREATE_OBJECTS()
#endif
#if defined(TRACE_AUDIO_RENDERER_DESTROY_OBJECTS)
extern BitTrace Audio_Renderer_Destroy_Objects;
#define SET_AUDIO_RENDERER_DESTROY_OBJECTS() Audio_Renderer_Destroy_Objects.Set()
#define CLEAR_AUDIO_RENDERER_DESTROY_OBJECTS() Audio_Renderer_Destroy_Objects.Clear()
#else
#define SET_AUDIO_RENDERER_DESTROY_OBJECTS()
#define CLEAR_AUDIO_RENDERER_DESTROY_OBJECTS()
#endif
#if defined(TRACE_AUDIO_RENDERER_START_HANDLER)
extern BitTrace Audio_Renderer_Start_Handler;
#define SET_AUDIO_RENDERER_START_HANDLER() Audio_Renderer_Start_Handler.Set()
#define CLEAR_AUDIO_RENDERER_START_HANDLER() Audio_Renderer_Start_Handler.Clear()
#else
#define SET_AUDIO_RENDERER_START_HANDLER()
#define CLEAR_AUDIO_RENDERER_START_HANDLER()
#endif
#if defined(TRACE_AUDIO_RENDERER_STOP_HANDLER)
extern BitTrace Audio_Renderer_Stop_Handler;
#define SET_AUDIO_RENDERER_STOP_HANDLER() Audio_Renderer_Stop_Handler.Set()
#define CLEAR_AUDIO_RENDERER_STOP_HANDLER() Audio_Renderer_Stop_Handler.Clear()
#else
#define SET_AUDIO_RENDERER_STOP_HANDLER()
#define CLEAR_AUDIO_RENDERER_STOP_HANDLER()
#endif
#if defined(TRACE_AUDIO_RENDERER_EXECUTE)
extern BitTrace Audio_Renderer_Execute;
#define SET_AUDIO_RENDERER_EXECUTE() Audio_Renderer_Execute.Set()
#define CLEAR_AUDIO_RENDERER_EXECUTE() Audio_Renderer_Execute.Clear()
#else
#define SET_AUDIO_RENDERER_EXECUTE()
#define CLEAR_AUDIO_RENDERER_EXECUTE()
#endif
//##########################################################################
//######################### AudioEvent ###############################
//##########################################################################
#define AUDIOEVENT_MEMORYBLOCK_ALLOCATION (20)
class AudioEvent:
public Node
{
friend class AudioRenderer;
private:
AudioEvent(
AudioSource *target,
AudioSource::RequestMessage *message
);
~AudioEvent();
static MemoryBlock* GetAllocatedMemory();
void* operator new(size_t) { return GetAllocatedMemory()->New(); }
void operator delete(void *where) { GetAllocatedMemory()->Delete(where); }
void
Process();
void
ReleaseLinkHandler(
Socket *socket,
Plug *plug
);
AudioSource::RequestMessage
*messageToSend;
SlotOf<AudioSource*>
targetReceiver;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioEvent inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
inline void
AudioEvent::Process()
{
Check(targetReceiver.GetCurrent());
targetReceiver.GetCurrent()->Receive(messageToSend);
Unregister_Object(this);
delete this;
}