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>
129 lines
3.1 KiB
C++
129 lines
3.1 KiB
C++
#pragma once
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#include "style.h"
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#include "audio.h"
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//##########################################################################
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//######################## AudioWeighting ############################
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//##########################################################################
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class AudioWeighting SIGNATURED
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, and Testing
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//
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public:
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AudioWeighting();
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AudioWeighting(const AudioWeighting&);
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AudioWeighting(AudioSourcePriority audio_priority, AudioControlValue audio_volume);
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AudioWeighting& operator=(const AudioWeighting&);
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Logical TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Logical Operators
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//
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public:
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Logical operator<(const AudioWeighting&) const;
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Logical operator<=(const AudioWeighting&) const;
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Logical operator>(const AudioWeighting&) const;
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Logical operator>=(const AudioWeighting&) const;
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Logical operator==(const AudioWeighting&) const;
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Logical operator!=(const AudioWeighting&) const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Public Constants
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//
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public:
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static const AudioWeighting Null;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private Data
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//
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private:
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Scalar weight;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioWeighting inlines ~~~~~~~~~~~~~~~~~~~~~~~
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inline AudioWeighting::AudioWeighting():
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weight(0.0f)
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{
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}
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inline AudioWeighting::AudioWeighting(const AudioWeighting &audio_weighting):
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weight(audio_weighting.weight)
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{
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}
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inline AudioWeighting::AudioWeighting(
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AudioSourcePriority audio_priority,
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AudioControlValue audio_volume
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)
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{
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Verify(
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(Enumeration)audio_priority >= 0 &&
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(Enumeration)audio_priority < AUDIO_SOURCE_PRIORITY_COUNT
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);
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Verify(
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(Enumeration)audio_priority >= (Enumeration)MinAudioSourcePriority &&
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(Enumeration)audio_priority <= (Enumeration)MaxAudioSourcePriority
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);
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Verify(
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audio_volume >= 0.0f &&
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audio_volume <= 1.0f
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);
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weight = 0.0f -(Scalar)audio_priority - audio_volume;
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}
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inline AudioWeighting&
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AudioWeighting::operator=(const AudioWeighting &audio_weighting)
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{
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Check(this);
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weight = audio_weighting.weight;
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return *this;
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}
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inline Logical
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AudioWeighting::operator<(const AudioWeighting &audio_weighting) const
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{
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Check(this);
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return weight < audio_weighting.weight;
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}
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inline Logical
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AudioWeighting::operator<=(const AudioWeighting &audio_weighting) const
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{
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Check(this);
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return weight <= audio_weighting.weight;
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}
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inline Logical
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AudioWeighting::operator>(const AudioWeighting &audio_weighting) const
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{
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Check(this);
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return weight > audio_weighting.weight;
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}
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inline Logical
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AudioWeighting::operator>=(const AudioWeighting &audio_weighting) const
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{
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Check(this);
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return weight >= audio_weighting.weight;
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}
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inline Logical
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AudioWeighting::operator==(const AudioWeighting &audio_weighting) const
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{
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Check(this);
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return Close_Enough(weight, audio_weighting.weight, 0.01f);
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}
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inline Logical
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AudioWeighting::operator!=(const AudioWeighting &audio_weighting) const
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{
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Check(this);
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return !Close_Enough(weight, audio_weighting.weight, 0.01f);
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}
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