Files
CydandClaude Opus 4.8 4abbf8879f Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:

- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies

Removed stale Subversion metadata and added .gitignore/.gitattributes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 07:59:51 -05:00

203 lines
4.3 KiB
C++

#pragma once
#include "style.h"
#include "audio.h"
//##########################################################################
//######################## AudioLocation #############################
//##########################################################################
class AudioLocation:
public AudioComponent
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, and Testing
//
public:
AudioLocation(
PlugStream *stream,
Entity *entity
);
void
AudioLocationX(
Entity *entity,
AudioFrameCount next_update_delay,
Scalar clipping_scale
);
~AudioLocation();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Resource Building
//
public:
static void
BuildFromPage(
PlugStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Audio Component Support
//
public:
void
ReceiveControl(
AudioControlID control_ID,
AudioControlValue control_value
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Audio Location Support
//
public:
//
//-----------------------------------------------------------------------
// GetLinkedEntity
//-----------------------------------------------------------------------
//
Entity*
GetLinkedEntity();
//
//-----------------------------------------------------------------------
// IsAudioLocationClipped
//-----------------------------------------------------------------------
//
Logical
IsAudioLocationClipped(AudioHead *audio_head);
//
//-----------------------------------------------------------------------
// UpdateSpatialModel
//-----------------------------------------------------------------------
//
void
UpdateSpatialModel(AudioHead *audio_head);
//
//-----------------------------------------------------------------------
// Access to localization results
//-----------------------------------------------------------------------
//
Logical
IsHeadSource()
{return isHeadSource;}
Scalar
GetDistanceToSource()
{return distanceToSource;}
Scalar
GetDistanceToSourceListenerPlane();
Radian
GetAzimuthOfSource()
{return azimuthOfSource;}
Scalar
GetDistanceVolumeScale()
{return distanceVolumeScale;}
Scalar
GetHighFreqCutoffScale()
{return highFreqCutoffScale;}
AudioPitchCents
GetDopplerCents()
{return dopplerCents;}
Scalar getMaxDistance(AudioHead *audio_head) {return audio_head->GetClippingRadius() * clippingScale;}
Vector3D GetVectorToSource() { return this->vectorToSource; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Protected Implementations
//
protected:
virtual void
UpdateSpatialModelImplementation(AudioHead *audio_head);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private Methods
//
private:
Logical
CalculateDoppler(
AudioHead *audio_head,
Scalar speed,
AudioPitchCents *result
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private Data
//
private:
Entity
*linkedEntity;
Point3D
locationOffset;
Scalar
clippingScale;
Logical
isHeadSource;
Vector3D
vectorToSource;
Scalar
distanceToSource;
#if 0
Radian
angleOffOrientation;
#endif
Radian
azimuthOfSource;
Scalar
distanceVolumeScale;
Scalar
highFreqCutoffScale;
#if 0
Scalar
reverbVolumeScale;
#endif
AudioPitchCents
dopplerCents;
AudioFrameCount
nextUpdateDelay;
AudioFrameCount
nextUpdateFrame;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioLocation inlines ~~~~~~~~~~~~~~~~~~~~~~~~
inline Entity*
AudioLocation::GetLinkedEntity()
{
Check(this);
return linkedEntity;
}
inline Scalar
AudioLocation::GetDistanceToSourceListenerPlane()
{
Check(this);
Vector3D
vector_to_source_listener_plane(
vectorToSource.x,
0.0f,
vectorToSource.z
);
return vector_to_source_listener_plane.Length();
}
inline void
AudioLocation::UpdateSpatialModel(AudioHead *audio_head)
{
Check(this);
Check(audio_head);
if (nextUpdateFrame <= audio_head->GetAudioFrameCount())
{
nextUpdateFrame = audio_head->GetAudioFrameCount() + nextUpdateDelay;
UpdateSpatialModelImplementation(audio_head);
}
}