Files
CydandClaude Fable 5 fdd9ac9d97 Initial import: Tesla Release 4.10 (Tesla:BattleTech & Tesla:Red Planet)
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>
2026-07-02 13:21:58 -05:00

84 lines
2.5 KiB
C++

//===========================================================================//
// File: l4audres.cpp //
// Project: MUNGA Brick: Audio Renderer Manager //
// Contents: //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 05/10/95 ECH Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <mungal4.hpp>
#pragma hdrstop
#if !defined(L4AUDRES_HPP)
# include <l4audres.hpp>
#endif
#if !defined(L4TOOL_HPP)
# include <l4tool.hpp>
#endif
#if !defined(L4AUDIO_HPP)
# include <l4audio.hpp>
#endif
ResourceDescription::ResourceID
L4Tool::CreateModelAudioStreamResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories *directories
)
{
return
L4AudioResourceManager::CreateModelAudioStreamResource(
resource_file,
model_name,
model_file,
directories
);
}
ResourceDescription::ResourceID
L4Tool::CreateStaticAudioStreamResource(
ResourceFile *resource_file
)
{
return
L4AudioResourceManager::CreateStaticAudioStreamResource(
resource_file
);
}
//
//#############################################################################
//#############################################################################
//
void
L4AudioCreateSymbols::WriteEntryStream(ofstream &symbol_file)
{
AudioCreateSymbols::WriteEntryStream(symbol_file);
#define WRITE_ENTRY(name)\
{\
Verify(symbol_file);\
symbol_file << #name;\
symbol_file << "=";\
symbol_file << name;\
symbol_file << "\n";\
}
WRITE_ENTRY(FrontDirectPatchPosition);
WRITE_ENTRY(RearDirectPatchPosition);
WRITE_ENTRY(FrontLeftDirectPatchPosition);
WRITE_ENTRY(FrontRightDirectPatchPosition);
WRITE_ENTRY(RearLeftDirectPatchPosition);
WRITE_ENTRY(RearRightDirectPatchPosition);
}