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