Files
BT411/engine/MUNGA/AUDLVL.h
T
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

248 lines
6.1 KiB
C++

#pragma once
#include "style.h"
#include "audio.h"
//##########################################################################
//####################### AudioLevelOfDetail #########################
//##########################################################################
class AudioLevelOfDetail:
public Plug
{
public:
//
//-----------------------------------------------------------------------
// Construction, Destruction, Testing
//-----------------------------------------------------------------------
//
AudioLevelOfDetail(PlugStream *stream);
~AudioLevelOfDetail();
Logical
TestInstance() const;
//
//-----------------------------------------------------------------------
// BuildFromPage
//-----------------------------------------------------------------------
//
static void
BuildFromPage(
PlugStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
);
//
//-----------------------------------------------------------------------
// Accessors
//-----------------------------------------------------------------------
//
virtual AudioVoiceCount
GetVoiceCount()
{return voiceCount;}
AudioRenderType
GetAudioRenderType()
{return audioRenderType;}
AudioFrameCount
GetSuspendDelay()
{return suspendDelay;}
private:
//
//-----------------------------------------------------------------------
// Private data
//-----------------------------------------------------------------------
//
#if 0
//
//-----------------------------------------------------------------------
// Defines the radial variation of the amplitude of the audio source.
// This feature is implemented well in Crystal River Engineering's
// API. The radiation profile of an audio source is specified with
// an array of sound levels in decibels paired with angles off of
// the audio source orientation. For example, you can design a
// rocket sound that is louder when heard from directly behind then
// from the side.
//-----------------------------------------------------------------------
//
AudioRadiationProfile
amplitudeRadiationProfile;
#endif
#if 0
//
//-----------------------------------------------------------------------
// Defines the radial variation of the high frequency content of the
// audio source. This concept is analogous to
// SetAmplitudeRadiationProfile except applied to the high frequency
// content of the audio source. Again, this allows the audio source
// to vary with respect to the position and orientation of the audio
// source and head.
//-----------------------------------------------------------------------
//
AudioRadiationProfile
filterRadiationProfile;
#endif
//
//-----------------------------------------------------------------------
// Misc
//-----------------------------------------------------------------------
//
AudioVoiceCount
voiceCount;
AudioRenderType
audioRenderType;
AudioFrameCount
suspendDelay;
};
//##########################################################################
//########################## AudioResource ############################
//##########################################################################
class AudioResource:
public Node
{
public:
//
//-----------------------------------------------------------------------
// Construction, Destruction, Testing
//-----------------------------------------------------------------------
//
AudioResource(PlugStream *stream);
~AudioResource();
Logical
TestInstance() const;
//
//-----------------------------------------------------------------------
// BuildFromPage
//-----------------------------------------------------------------------
//
static void
BuildFromPage(
PlugStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
);
//
//-----------------------------------------------------------------------
// SetDistance
//-----------------------------------------------------------------------
//
void
SetDistance(Scalar distance);
//
//-----------------------------------------------------------------------
// Accessors
//-----------------------------------------------------------------------
//
AudioVoiceCount
GetVoiceCount();
AudioRenderType
GetAudioRenderType();
AudioFrameCount
GetSuspendDelay();
protected:
//
//-----------------------------------------------------------------------
// Protected data
//-----------------------------------------------------------------------
//
AudioLevelOfDetail*
GetAudioLevelOfDetail();
private:
//
//-----------------------------------------------------------------------
// Private data
//-----------------------------------------------------------------------
//
AudioLevelOfDetail
*audioLevelOfDetail;
TableOf<AudioLevelOfDetail*, Scalar>
audioLevelOfDetailSocket;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioResource inlines ~~~~~~~~~~~~~~~~~~~~~~~~~
inline AudioLevelOfDetail*
AudioResource::GetAudioLevelOfDetail()
{
Check(this);
return audioLevelOfDetail;
}
inline AudioVoiceCount
AudioResource::GetVoiceCount()
{
Check(this);
Check(audioLevelOfDetail);
return audioLevelOfDetail->GetVoiceCount();
}
inline AudioRenderType
AudioResource::GetAudioRenderType()
{
Check(this);
Check(audioLevelOfDetail);
return audioLevelOfDetail->GetAudioRenderType();
}
inline AudioFrameCount
AudioResource::GetSuspendDelay()
{
Check(this);
Check(audioLevelOfDetail);
return audioLevelOfDetail->GetSuspendDelay();
}
//##########################################################################
//######################## AudioResourceIndex ########################
//##########################################################################
class AudioResourceIndex:
public Node
{
public:
AudioResourceIndex(PlugStream *stream);
~AudioResourceIndex();
Logical
TestInstance() const;
static void
BuildFromPage(
PlugStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
);
void
AddAudioResource(
AudioResource *audio_resource,
Enumeration index
);
AudioResource*
GetAudioResource(Enumeration index);
CollectionSize
GetSize();
private:
TableOf<AudioResource*, Enumeration>
audioResourceSocket;
};