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>
84 lines
2.5 KiB
C++
84 lines
2.5 KiB
C++
//===========================================================================//
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// File: l4audres.cpp //
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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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// 05/10/95 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#include <mungal4.hpp>
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#pragma hdrstop
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#if !defined(L4AUDRES_HPP)
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# include <l4audres.hpp>
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#endif
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#if !defined(L4TOOL_HPP)
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# include <l4tool.hpp>
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#endif
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#if !defined(L4AUDIO_HPP)
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# include <l4audio.hpp>
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#endif
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ResourceDescription::ResourceID
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L4Tool::CreateModelAudioStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)
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{
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return
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L4AudioResourceManager::CreateModelAudioStreamResource(
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resource_file,
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model_name,
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model_file,
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directories
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);
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}
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ResourceDescription::ResourceID
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L4Tool::CreateStaticAudioStreamResource(
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ResourceFile *resource_file
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)
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{
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return
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L4AudioResourceManager::CreateStaticAudioStreamResource(
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resource_file
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);
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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L4AudioCreateSymbols::WriteEntryStream(ofstream &symbol_file)
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{
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AudioCreateSymbols::WriteEntryStream(symbol_file);
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#define WRITE_ENTRY(name)\
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{\
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Verify(symbol_file);\
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symbol_file << #name;\
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symbol_file << "=";\
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symbol_file << name;\
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symbol_file << "\n";\
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}
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WRITE_ENTRY(FrontDirectPatchPosition);
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WRITE_ENTRY(RearDirectPatchPosition);
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WRITE_ENTRY(FrontLeftDirectPatchPosition);
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WRITE_ENTRY(FrontRightDirectPatchPosition);
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WRITE_ENTRY(RearLeftDirectPatchPosition);
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WRITE_ENTRY(RearRightDirectPatchPosition);
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}
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