Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
113 lines
3.4 KiB
C++
113 lines
3.4 KiB
C++
//===========================================================================//
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// File: btl4arnd.hh //
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// Project: MUNGA Brick: Audio Renderer Manager //
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// Contents: //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 01/30/95 ECH Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(BTL4ARND_HPP)
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# define BTL4ARND_HPP
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# if !defined(L4AUDRND_HPP)
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# include <l4audrnd.hpp>
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# endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BTL4AudioHead ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class Segment;
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class BTL4AudioHead:
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public AudioHead
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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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BTL4AudioHead();
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~BTL4AudioHead();
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//
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//-----------------------------------------------------------------------
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// LinkToEntity
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//-----------------------------------------------------------------------
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//
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void
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LinkToEntity(Entity *entity);
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//
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//-----------------------------------------------------------------------
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// GetEarToWorld
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//-----------------------------------------------------------------------
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//
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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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void
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Execute();
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private:
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//
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//--------------------------------------------------------------------------
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// Private methods
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//--------------------------------------------------------------------------
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//
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void
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CalculateEarToWorld();
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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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Logical
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useEyepointSegment;
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EntitySegment*
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eyepointSegment;
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LinearMatrix
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earToWorld;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BTL4AudioRenderer ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class BTL4AudioRenderer:
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public L4AudioRenderer
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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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BTL4AudioRenderer(
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RendererRate render_rate,
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Logical mission_review_mode
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);
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~BTL4AudioRenderer();
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private:
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//
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//-----------------------------------------------------------------------
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// MakeAudioHead
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//-----------------------------------------------------------------------
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//
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AudioHead*
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MakeAudioHead();
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};
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#endif
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