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>
656 lines
14 KiB
C++
656 lines
14 KiB
C++
#pragma once
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#include "style.h"
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#include "entity.h"
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#include "sphere.h"
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#include "slot.h"
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#include "table.h"
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class PlugStream;
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//
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//--------------------------------------------------------------------------
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// Support types
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//--------------------------------------------------------------------------
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Time types ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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typedef long AudioTick;
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typedef long AudioDivisionsPerBeat;
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typedef long AudioTempo;
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typedef long AudioFrameCount;
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const AudioFrameCount NullAudioFrameCount = -1;
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const AudioFrameCount DefaultAudioFrameDelay = 2;
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extern const Scalar AudioDoubleTriggerCutoff;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Resource types ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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typedef int AudioResourceID;
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typedef int AudioVoiceCount;
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typedef Scalar AudioRadiationProfile;
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typedef Scalar AudioPitchCents;
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enum AudioRenderType
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{
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TransientAudioRenderType = 0,
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SustainedAudioRenderType = 1
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Source types ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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enum AudioRepresentation
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{
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InternalAudioRepresentation = 0,
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ExternalAudioRepresentation = 1
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};
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#define AUDIO_SOURCE_PRIORITY_COUNT (5)
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enum AudioSourcePriority
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{
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MinAudioSourcePriority = 0,
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LowAudioSourcePriority = 1,
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MedAudioSourcePriority = 2,
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HighAudioSourcePriority = 3,
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MaxAudioSourcePriority = 4
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};
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enum AudioSourceState
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{
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StoppedAudioSourceState = 0,
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DormantAudioSourceState = 1,
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RunningAudioSourceState = 2,
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SuspendedAudioSourceState = 3
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};
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enum AudioSourceMixPresence
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{
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ManualAudioSourceMixPresence = 0,
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MaxAudioSourceMixPresence = 1,
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HighAudioSourceMixPresence = 2,
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MedAudioSourceMixPresence = 3,
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LowAudioSourceMixPresence = 4,
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MinAudioSourceMixPresence = 5
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Control types ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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enum AudioControlID
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{
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NullAudioControlID = 0,
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StartAudioControlID,
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StopAudioControlID,
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VolumeAudioControlID,
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PitchAudioControlID,
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BrightnessAudioControlID,
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AttackVolumeAudioControlID,
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AttackTimeAudioControlID,
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NoteAudioControlID,
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IdleAudioControlID,
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DurationAudioControlID,
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FlushMessagesAudioControlID,
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TempoAudioControlID,
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AudioControlIDCount
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};
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typedef Scalar AudioControlValue;
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extern const AudioControlValue MaxAudioVolume;
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extern const AudioControlValue MinAudioVolume;
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extern const AudioControlValue LowAudioVolumeThreshold;
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extern const AudioControlValue MaxAudioBrightness;
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extern const AudioControlValue MinAudioBrightness;
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extern const AudioControlValue MaxAudioAttack;
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extern const AudioControlValue MinAudioAttack;
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#if 0
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioClippingSphere ~~~~~~~~~~~~~~~~~~~~~~~~~~
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class AudioClippingSphere SIGNATURED
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{
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public:
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AudioClippingSphere();
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~AudioClippingSphere();
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void
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SetReferenceRadius(Scalar radius);
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void
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SetCurrentOrigin(const Point3D &origin);
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void
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SetCurrentScale(Scalar scale);
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Logical
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Contains(const Point3D &point) const;
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private:
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Scalar
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referenceRadius;
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Sphere
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currentSphere;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~ AudioClippingSphere inlines ~~~~~~~~~~~~~~~~~~~~~~
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inline AudioClippingSphere::AudioClippingSphere():
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referenceRadius(100.0f),
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currentSphere(0.0f, 0.0f, 0.0f, 100.0f)
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{
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}
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inline AudioClippingSphere::~AudioClippingSphere()
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{
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}
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inline void
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AudioClippingSphere::SetReferenceRadius(Scalar radius)
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{
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Check(this);
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referenceRadius = radius;
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currentSphere.radius = radius;
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}
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inline void
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AudioClippingSphere::SetCurrentOrigin(const Point3D &origin)
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{
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Check(this);
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currentSphere.center = origin;
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}
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inline void
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AudioClippingSphere::SetCurrentScale(Scalar scale)
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{
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Check(this);
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currentSphere.radius = scale * referenceRadius;
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}
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inline Logical
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AudioClippingSphere::Contains(const Point3D &point) const
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{
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Check(this);
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return currentSphere.Contains(point);
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}
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#endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioHead ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class AudioSource;
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class AudioHead SIGNATURED
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{
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public:
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//
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//-----------------------------------------------------------------------
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// Construction, Destruction, Testing
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//-----------------------------------------------------------------------
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//
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AudioHead();
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~AudioHead();
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Logical
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TestInstance() const;
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//
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//-----------------------------------------------------------------------
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// Get current frame of audio simulation
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//-----------------------------------------------------------------------
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//
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AudioFrameCount
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GetAudioFrameCount()
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{return audioFrameCount;}
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//
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//-----------------------------------------------------------------------
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// Sets the location and orientation of the head
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//-----------------------------------------------------------------------
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//
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virtual void
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LinkToEntity(Entity *entity);
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Entity*
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GetHeadEntity();
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//
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//-----------------------------------------------------------------------
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// Get the ear to world linear matrix
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//-----------------------------------------------------------------------
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//
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virtual LinearMatrix
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GetEarToWorld();
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//
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//-----------------------------------------------------------------------
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// Execute
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//-----------------------------------------------------------------------
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//
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virtual void
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Execute();
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//
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//-----------------------------------------------------------------------
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// Sets the distance between ears. Expressed in meters.
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//-----------------------------------------------------------------------
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//
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void
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SetDistanceBetweenEars(Scalar distance)
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{distanceBetweenEars = distance;}
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Scalar
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GetDistanceBetweenEars()
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{return distanceBetweenEars;}
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//
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//-----------------------------------------------------------------------
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// Controls Doppler effects
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//-----------------------------------------------------------------------
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//
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void
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ControlDopplerEffect(
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Scalar doppler_constant,
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Scalar sound_speed
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);
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Scalar
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GetAudioSoundSpeed()
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{return audioSoundSpeed;}
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AudioPitchCents
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GetAudioDopplerConstant()
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{return audioDopplerConstant;}
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//
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//-----------------------------------------------------------------------
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// Reverb scaling
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//-----------------------------------------------------------------------
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//
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void
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SetReverbToDryRatio(Scalar ratio)
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{reverbToDryRatio = ratio;}
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Scalar
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GetReverbToDryRatio()
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{return reverbToDryRatio;}
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// HACK
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void
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SetGlobalReverbScale(Scalar global_reverb_scale)
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{globalReverbScale = global_reverb_scale;}
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Scalar
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GetGlobalReverbScale()
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{return globalReverbScale;}
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//
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//-----------------------------------------------------------------------
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// Controls the attenuation of an audio source with respect to its
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// distance from the head.
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//-----------------------------------------------------------------------
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//
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void
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ControlAmplitudeRollOff(
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Scalar exponent,
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Scalar amplitude_rolloff_knee,
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Scalar distance_scale
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);
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Scalar
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GetAmplitudeRollOffExponent()
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{return amplitudeRollOffExponent;}
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Scalar
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GetAmplitudeRollOffKnee()
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{return amplitudeRollOffKnee;}
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Scalar
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GetAmplitudeRollOffDistanceScale()
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{return amplitudeRollOffDistanceScale;}
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//
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//-----------------------------------------------------------------------
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// Controls the attenuation of the high frequencies
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// of an audio source with respect to its distance from
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// the head.
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//-----------------------------------------------------------------------
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//
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void
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ControlHighFrequencyRollOff(
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Scalar exponent,
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Scalar high_frequency_rolloff_knee,
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Scalar distance_scale
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);
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Scalar
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GetHighFrequencyRollOffExponent()
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{return highFrequencyRollOffExponent;}
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Scalar
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GetHighFrequencyRollOffKnee()
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{return highFrequencyRollOffKnee;}
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Scalar
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GetHighFrequencyRollOffDistanceScale()
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{return highFrequencyRollOffDistanceScale;}
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//
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//-----------------------------------------------------------------------
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// Controls source compression
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//-----------------------------------------------------------------------
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//
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void
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ControlSourceCompression(
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Scalar exponent,
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Scalar scale
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);
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Scalar
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GetSourceCompressionExponent()
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{return sourceCompressionExponent;}
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Scalar
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GetSourceCompressionScale()
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{return sourceCompressionScale;}
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//
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//-----------------------------------------------------------------------
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// Defines the audio clipping sphere
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//-----------------------------------------------------------------------
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//
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void
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DefineClippingSphere(Scalar radius);
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Logical
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IsPointClipped(const Point3D &point);
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Scalar
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GetClippingRadius()
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{return clippingRadius;}
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//
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//-----------------------------------------------------------------------
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// ITD Difference
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//-----------------------------------------------------------------------
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//
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void
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SetITDDifference(Scalar itd_difference)
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{itdDifference = itd_difference;}
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Scalar
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GetITDDifference()
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{return itdDifference;}
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//
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//-----------------------------------------------------------------------
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// The SetPositionalCulling method allows the rendering process to
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// not play audio locations whose positions are masked by other
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// audio sources. This has found to be useful for controlling
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// audio when resources are limited, but must be
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// selectable globally or on a per audio effect basis.
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//-----------------------------------------------------------------------
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//
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void
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SetPositionalCulling(Logical turn_on);
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private:
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//
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//-----------------------------------------------------------------------
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// Private data
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//-----------------------------------------------------------------------
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//
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AudioFrameCount
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audioFrameCount;
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SlotOf<Entity*>
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headEntitySocket;
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Scalar
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clippingRadius;
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Scalar
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distanceBetweenEars;
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Scalar
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amplitudeRollOffExponent,
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amplitudeRollOffKnee,
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amplitudeRollOffDistanceScale;
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Scalar
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highFrequencyRollOffExponent,
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highFrequencyRollOffKnee,
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highFrequencyRollOffDistanceScale;
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Scalar
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reverbToDryRatio;
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Scalar
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audioSoundSpeed;
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Scalar
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audioDopplerConstant;
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Scalar
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sourceCompressionExponent,
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sourceCompressionScale;
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Scalar
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itdDifference;
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Scalar
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globalReverbScale;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioHead inlines ~~~~~~~~~~~~~~~~~~~~~~~~~
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inline Entity*
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AudioHead::GetHeadEntity()
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{
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Check(this);
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return headEntitySocket.GetCurrent();
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}
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//##########################################################################
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//######################### AudioComponent ###########################
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//##########################################################################
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class AudioComponent__ReceiveControlMessage;
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class AudioComponent:
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public Component
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, Testing
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//
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public:
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AudioComponent(
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PlugStream *stream,
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SharedData &shared_data = DefaultData
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);
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~AudioComponent();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Audio Component Methods
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//
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public:
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void
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AddWatcher(Component *component);
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void
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ExecuteWatchers();
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void
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Execute();
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virtual void
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ReceiveControl(
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AudioControlID control_ID,
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AudioControlValue control_value
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);
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void
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PostReceiveControl(
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AudioControlID control_ID,
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AudioControlValue control_value
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Message Support
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//
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public:
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enum {
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ReceiveControlMessageID = Component::NextMessageID,
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NextMessageID
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};
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typedef AudioComponent__ReceiveControlMessage
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ReceiveControlMessage;
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static const HandlerEntry
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MessageHandlerEntries[];
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//static MessageHandlerSet MessageHandlers;
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static MessageHandlerSet& GetMessageHandlers();
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void
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ReceiveControlMessageHandler(
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ReceiveControlMessage *message
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation *GetClassDerivations();
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static SharedData
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DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private Data
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//
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private:
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AudioFrameCount
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nextExecuteWatcherFrame;
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ChainOf<Component*>
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audioWatcherSocket;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioComponent inlines ~~~~~~~~~~~~~~~~~~~~~~~~
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inline void
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AudioComponent::AddWatcher(Component *component)
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{
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Check(component);
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Check(&audioWatcherSocket);
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audioWatcherSocket.Add(component);
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}
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//~~~~~~~~~~~~~~~~~~ AudioComponent__ReceiveControlMessage ~~~~~~~~~~~~~~~~~
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class AudioComponent__ReceiveControlMessage:
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public Receiver::Message
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{
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friend class AudioComponent;
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public:
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AudioComponent__ReceiveControlMessage(
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AudioControlID control_ID,
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AudioControlValue control_value
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);
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private:
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AudioControlID
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controlID;
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AudioControlValue
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controlValue;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~ Resource type inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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inline MemoryStream&
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MemoryStream_Read(
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MemoryStream* stream,
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AudioRenderType *output
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)
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{
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return stream->ReadBytes(output, sizeof(*output));
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}
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inline MemoryStream&
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MemoryStream_Write(
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MemoryStream* stream,
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const AudioRenderType *input
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)
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{
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return stream->WriteBytes(input, sizeof(*input));
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}
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inline MemoryStream&
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MemoryStream_Read(
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MemoryStream* stream,
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AudioRepresentation *output
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)
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{
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return stream->ReadBytes(output, sizeof(*output));
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}
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inline MemoryStream&
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MemoryStream_Write(
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MemoryStream* stream,
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const AudioRepresentation *input
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)
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{
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return stream->WriteBytes(input, sizeof(*input));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~ Source type inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~
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inline MemoryStream&
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MemoryStream_Read(
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MemoryStream* stream,
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AudioSourceState *output
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)
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{
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return stream->ReadBytes(output, sizeof(*output));
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}
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inline MemoryStream&
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MemoryStream_Write(
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MemoryStream* stream,
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const AudioSourceState *input
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)
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{
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return stream->WriteBytes(input, sizeof(*input));
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}
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inline MemoryStream&
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MemoryStream_Read(
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MemoryStream* stream,
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AudioSourcePriority *output
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)
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{
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return stream->ReadBytes(output, sizeof(*output));
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}
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inline MemoryStream&
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MemoryStream_Write(
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MemoryStream* stream,
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const AudioSourcePriority *input
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)
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{
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return stream->WriteBytes(input, sizeof(*input));
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}
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inline MemoryStream&
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MemoryStream_Read(
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MemoryStream* stream,
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AudioSourceMixPresence *output
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)
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{
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return stream->ReadBytes(output, sizeof(*output));
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}
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inline MemoryStream&
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MemoryStream_Write(
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MemoryStream* stream,
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const AudioSourceMixPresence *input
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)
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{
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return stream->WriteBytes(input, sizeof(*input));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~ Control type inlines ~~~~~~~~~~~~~~~~~~~~~~~~~
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inline MemoryStream&
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MemoryStream_Read(
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MemoryStream* stream,
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AudioControlID *output
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)
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{
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return stream->ReadBytes(output, sizeof(*output));
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}
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inline MemoryStream&
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MemoryStream_Write(
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MemoryStream* stream,
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const AudioControlID *input
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)
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{
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return stream->WriteBytes(input, sizeof(*input));
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}
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