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

1020 lines
29 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(L4AUDHDW_HPP)
# include <l4audhdw.hpp>
#endif
#if !defined(L4AUDIO_HPP)
# include <l4audio.hpp>
#endif
#if !defined(L4AUDLVL_HPP)
# include <l4audlvl.hpp>
#endif
#if !defined(L4AUDWTR_HPP)
# include <l4audwtr.hpp>
#endif
#if !defined(AUDCMP_HPP)
# include <audcmp.hpp>
#endif
#if !defined(AUDSEQ_HPP)
# include <audseq.hpp>
#endif
#if !defined(AUDREND_HPP)
# include <audrend.hpp>
#endif
#if !defined(NAMELIST_HPP)
# include <namelist.hpp>
#endif
#if !defined(APP_HPP)
# include <app.hpp>
#endif
#if !defined(NOTATION_HPP)
# include <notation.hpp>
#endif
//#############################################################################
//####################### AudioObjectStream #############################
//#############################################################################
//
//#############################################################################
// AudioObjectStream
//#############################################################################
//
AudioObjectStream::AudioObjectStream(
ResourceDescription *resource_description,
Entity *the_entity
):
PlugStream(resource_description)
{
entity = the_entity;
}
//
//#############################################################################
// AudioObjectStream
//#############################################################################
//
AudioObjectStream::AudioObjectStream()
{
entity = NULL;
}
//
//#############################################################################
// ~AudioObjectStream
//#############################################################################
//
AudioObjectStream::~AudioObjectStream()
{
}
//
//#############################################################################
// TestInstance
//#############################################################################
//
Logical
AudioObjectStream::TestInstance() const
{
PlugStream::TestInstance();
if (entity != NULL)
{
Check(entity);
}
return True;
}
//
//#############################################################################
// MakeObjectImplementation
//#############################################################################
//
RegisteredClass*
AudioObjectStream::MakeObjectImplementation(Enumeration class_ID)
{
Check(this);
Verify(class_ID != RegisteredClass::NullClassID);
//
//-----------------------------------------------------------------------
// HACK - Constructors should be referenced through registration, for
// now just use a switch statement
//-----------------------------------------------------------------------
//
RegisteredClass *object;
switch (class_ID)
{
//
// Static resources ...
//
case RegisteredClass::PatchLevelOfDetailClassID:
object = new PatchLevelOfDetail(this);
break;
case RegisteredClass::PatchResourceClassID:
object = new PatchResource(this);
break;
case RegisteredClass::AudioResourceIndexClassID:
object = new AudioResourceIndex(this);
break;
//
// Location and sources ...
//
case RegisteredClass::L4AudioLocationClassID:
object = new L4AudioLocation(this, entity);
break;
case RegisteredClass::DirectPatchSourceClassID:
object = new DirectPatchSource(this, entity);
break;
case RegisteredClass::Dynamic3DPatchSourceClassID:
object = new Dynamic3DPatchSource(this, entity);
break;
case RegisteredClass::Static3DPatchSourceClassID:
object = new Static3DPatchSource(this, entity);
break;
//
// Audio components ...
//
case RegisteredClass::AudioControlMixerClassID:
object = new AudioControlMixer(this, entity);
break;
case RegisteredClass::AudioControlMultiplierClassID:
object = new AudioControlMultiplier(this, entity);
break;
case RegisteredClass::AudioResourceSelectorClassID:
object = new AudioResourceSelector(this, entity);
break;
case RegisteredClass::AudioControlSmootherClassID:
object = new AudioControlSmoother(this, entity);
break;
case RegisteredClass::AudioSampleAndHoldClassID:
object = new AudioSampleAndHold(this, entity);
break;
case RegisteredClass::AudioControlSendClassID:
object = new AudioControlSend(this, entity);
break;
case RegisteredClass::AudioControlSequenceClassID:
object = new AudioControlSequence(this, entity);
break;
case RegisteredClass::AudioControlSplitterClassID:
object = new AudioControlSplitter(this, entity);
break;
case RegisteredClass::AudioLFOClassID:
object = new AudioLFO(this, entity);
break;
//
// Audio watchers ...
//
case RegisteredClass::AudioMotionTriggerClassID:
object = new AudioMotionTrigger(this, entity);
break;
case RegisteredClass::AudioMotionScaleClassID:
object = new AudioMotionScale(this, entity);
break;
case RegisteredClass::AudioHingeScaleClassID:
object = new AudioHingeScale(this, entity);
break;
case RegisteredClass::AudioScalarTriggerClassID:
object = new AudioScalarTrigger(this, entity);
break;
case RegisteredClass::AudioScalarScaleClassID:
object = new AudioScalarScale(this, entity);
break;
case RegisteredClass::AudioLogicalTriggerClassID:
object = new AudioLogicalTrigger(this, entity);
break;
case RegisteredClass::AudioEnumerationTriggerClassID:
object = new AudioEnumerationTrigger(this, entity);
break;
case RegisteredClass::AudioIntegerTriggerClassID:
object = new AudioIntegerTrigger(this, entity);
break;
case RegisteredClass::AudioControlsButtonTriggerClassID:
object = new AudioControlsButtonTrigger(this, entity);
break;
case RegisteredClass::AudioStateTriggerClassID:
object = new AudioStateTrigger(this, entity);
break;
case RegisteredClass::AudioIdleWatcherClassID:
object = new AudioIdleWatcher(this, entity);
break;
case RegisteredClass::AudioEnumerationDeltaTriggerClassID:
object = new AudioEnumerationDeltaTrigger(this, entity);
break;
case RegisteredClass::AudioScalarDeltaTriggerClassID:
object = new AudioScalarDeltaTrigger(this, entity);
break;
case RegisteredClass::L4AudioCollisionTriggerClassID:
object = new L4AudioCollisionTrigger(this, entity);
break;
case RegisteredClass::AudioMessageWatcherClassID:
object = new AudioMessageWatcher(this, entity);
break;
case RegisteredClass::AudioControlsButtonMessageWatcherClassID:
object = new AudioControlsButtonMessageWatcher(this, entity);
break;
//
// Inherited behavior
//
default:
object = PlugStream::MakeObjectImplementation(class_ID);
break;
}
return object;
}
//
//#############################################################################
// CreatedObjectImplementation
//#############################################################################
//
void
AudioObjectStream::CreatedObjectImplementation(
RegisteredClass *object,
ObjectID object_ID
)
{
Check(this);
Check(object);
Verify(object_ID != NullObjectID);
//
// Decide which index to add object to
//
switch (object->GetClassID())
{
case RegisteredClass::PatchLevelOfDetailClassID:
case RegisteredClass::PatchResourceClassID:
case RegisteredClass::AudioResourceIndexClassID:
AddGlobalPlug(Cast_Object(Plug*, object), object_ID);
break;
default:
AddLocalPlug(Cast_Object(Plug*, object), object_ID);
break;
}
}
//
//#############################################################################
// BuildFromPageImplementation
//#############################################################################
//
void
AudioObjectStream::BuildFromPageImplementation(
NameList *name_list,
Enumeration class_ID_enumeration,
ObjectID object_ID
)
{
Check(this);
Verify(class_ID_enumeration != RegisteredClass::NullClassID);
Verify(object_ID != NullObjectID);
//
//-----------------------------------------------------------------------
// HACK - Page interpreters should be referenced through registration,
// for now just use a switch statement
//-----------------------------------------------------------------------
//
RegisteredClass::ClassID
class_ID = (RegisteredClass::ClassID)class_ID_enumeration;
switch (class_ID)
{
//
// Static resources ...
//
case RegisteredClass::PatchLevelOfDetailClassID:
PatchLevelOfDetail::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::PatchResourceClassID:
PatchResource::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioResourceIndexClassID:
AudioResourceIndex::BuildFromPage(this, name_list, class_ID, object_ID);
break;
//
// Location and sources ...
//
case RegisteredClass::L4AudioLocationClassID:
L4AudioLocation::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::DirectPatchSourceClassID:
DirectPatchSource::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::Dynamic3DPatchSourceClassID:
Dynamic3DPatchSource::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::Static3DPatchSourceClassID:
Static3DPatchSource::BuildFromPage(this, name_list, class_ID, object_ID);
break;
//
// Audio components ...
//
case RegisteredClass::AudioControlMixerClassID:
AudioControlMixer::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioControlMultiplierClassID:
AudioControlMultiplier::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioResourceSelectorClassID:
AudioResourceSelector::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioControlSmootherClassID:
AudioControlSmoother::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioSampleAndHoldClassID:
AudioSampleAndHold::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioControlSendClassID:
AudioControlSend::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioControlSequenceClassID:
AudioControlSequence::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioControlSplitterClassID:
AudioControlSplitter::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioLFOClassID:
AudioLFO::BuildFromPage(this, name_list, class_ID, object_ID);
break;
//
// Audio watchers ...
//
case RegisteredClass::AudioMotionTriggerClassID:
AudioMotionTrigger::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioMotionScaleClassID:
AudioMotionScale::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioHingeScaleClassID:
AudioHingeScale::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioScalarTriggerClassID:
AudioScalarTrigger::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioScalarScaleClassID:
AudioScalarScale::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioLogicalTriggerClassID:
AudioLogicalTrigger::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioEnumerationTriggerClassID:
AudioEnumerationTrigger::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioIntegerTriggerClassID:
AudioIntegerTrigger::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioControlsButtonTriggerClassID:
AudioControlsButtonTrigger::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioStateTriggerClassID:
AudioStateTrigger::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioIdleWatcherClassID:
AudioIdleWatcher::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioEnumerationDeltaTriggerClassID:
AudioEnumerationDeltaTrigger::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioScalarDeltaTriggerClassID:
AudioScalarDeltaTrigger::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::L4AudioCollisionTriggerClassID:
L4AudioCollisionTrigger::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioMessageWatcherClassID:
AudioMessageWatcher::BuildFromPage(this, name_list, class_ID, object_ID);
break;
case RegisteredClass::AudioControlsButtonMessageWatcherClassID:
AudioControlsButtonMessageWatcher::BuildFromPage(this, name_list, class_ID, object_ID);
break;
//
// Inherited behavior
//
default:
PlugStream::BuildFromPageImplementation(name_list, class_ID, object_ID);
break;
}
}
//
//#############################################################################
// BuiltFromPageImplementation
//#############################################################################
//
void
AudioObjectStream::BuiltFromPageImplementation(
Enumeration class_ID,
ObjectID object_ID,
const CString &object_name
)
{
Check(this);
Verify(class_ID != RegisteredClass::NullClassID);
Verify(object_ID != NullObjectID);
Check(&object_name);
//
// Decide which index to add object to
//
if (object_name.Length() == 0)
return;
switch (class_ID)
{
case RegisteredClass::PatchLevelOfDetailClassID:
case RegisteredClass::PatchResourceClassID:
case RegisteredClass::AudioResourceIndexClassID:
AddGlobalObjectID(object_ID, object_name);
break;
default:
AddLocalObjectID(object_ID, object_name);
break;
}
}
//#############################################################################
//###################### L4AudioResourceManager #########################
//#############################################################################
//
//#############################################################################
// L4AudioResourceManager
//#############################################################################
//
L4AudioResourceManager::L4AudioResourceManager()
{
}
//
//#############################################################################
// ~L4AudioResourceManager
//#############################################################################
//
L4AudioResourceManager::~L4AudioResourceManager()
{
}
//
//#############################################################################
// TestInstance
//#############################################################################
//
Logical
L4AudioResourceManager::TestInstance() const
{
Node::TestInstance();
return True;
}
//
//#############################################################################
// PreloadResources
//#############################################################################
//
void
L4AudioResourceManager::PreloadResources(
NotationFile *notation_file,
AudioHardware *audio_hardware
)
{
Check(this);
Check(notation_file);
Check(audio_hardware);
//
//----------------------------------------------------------------------
// Load the sound banks
//----------------------------------------------------------------------
//
NameList *name_list;
NameList::Entry *entry;
Verify(notation_file->EntryCount("AudioResources") >= 2);
name_list = notation_file->MakeEntryList("AudioResources");
Register_Object(name_list);
entry = name_list->GetFirstEntry();
Check(entry);
while (entry != NULL)
{
Check(entry);
if (entry->IsName("front_audio_resource"))
{
Check_Pointer(entry->GetChar());
Check(audio_hardware->GetFrontCard());
audio_hardware->GetFrontCard()->LoadSBK(entry->GetChar());
}
else
{
Verify(entry->IsName("rear_audio_resource"));
Check_Pointer(entry->GetChar());
Check(audio_hardware->GetRearCard());
audio_hardware->GetRearCard()->LoadSBK(entry->GetChar());
}
entry = entry->GetNextEntry();
}
Unregister_Object(name_list);
delete name_list;
//
//----------------------------------------------------------------------
// Create static audio objects
//----------------------------------------------------------------------
//
//
// Get static audio stream resource
//
ResourceDescription *resource_description;
Check(application);
Check(application->GetResourceFile());
resource_description =
application->GetResourceFile()->FindResourceDescription(
"StaticAudioStream",
ResourceDescription::StaticAudioStreamResourceType
);
Check(resource_description);
resource_description->Lock();
//
// Parse the audio object stream
//
AudioObjectStream audio_object_stream(resource_description, NULL);
Check(&audio_object_stream);
audio_object_stream.CreateObjects();
resource_description->Unlock();
}
//
//#############################################################################
// UnloadResources
//#############################################################################
//
void
L4AudioResourceManager::UnloadResources(
AudioHardware *audio_hardware
)
{
Check(this);
Check(audio_hardware);
//
//----------------------------------------------------------------------
// Release banks
//----------------------------------------------------------------------
//
Check(audio_hardware->GetFrontCard());
audio_hardware->GetFrontCard()->ReleaseAllBanks();
Check(audio_hardware->GetRearCard());
audio_hardware->GetRearCard()->ReleaseAllBanks();
}
//
//#############################################################################
// CreateStaticAudioStreamResource
//#############################################################################
//
ResourceDescription::ResourceID
L4AudioResourceManager::CreateStaticAudioStreamResource(
ResourceFile *resource_file
)
{
Check(resource_file);
//
//----------------------------------------------------------------------
// Open the notation file for the static stream resource
//----------------------------------------------------------------------
//
Tell("Opening Audio Script audio\\static.scp\n");
NotationFile notation_file("audio\\static.scp");
Check(&notation_file);
//
//----------------------------------------------------------------------
// Build the static audio object stream
//----------------------------------------------------------------------
//
AudioObjectStream audio_object_stream;
Check(&audio_object_stream);
audio_object_stream.BuildFromNotationFile(&notation_file, resource_file);
Tell("Closed Audio Script\n");
//
//----------------------------------------------------------------------
// Add the resource
//----------------------------------------------------------------------
//
ResourceDescription *res_description;
res_description =
resource_file->AddResourceMemoryStream(
"StaticAudioStream",
ResourceDescription::StaticAudioStreamResourceType,
1,
ResourceDescription::Preload,
&audio_object_stream
);
Check(res_description);
return res_description->resourceID;
}
//
//#############################################################################
// CreateEntityAudioObjects
//#############################################################################
//
void
L4AudioResourceManager::CreateEntityAudioObjects(
Entity *entity,
AudioRepresentation audio_representation
)
{
Check(this);
Check(entity);
Verify(
audio_representation == InternalAudioRepresentation ||
audio_representation == ExternalAudioRepresentation
);
//
//------------------------------------------------------------------------
// Read the audio resource for this entity
//------------------------------------------------------------------------
//
ResourceDescription *audio_resource_description;
Check(application);
Check(application->GetResourceFile());
audio_resource_description =
application->GetResourceFile()->SearchList(
entity->GetResourceID(),
ResourceDescription::AudioStreamListResourceType
);
if (audio_resource_description == NULL)
return;
//
//------------------------------------------------------------------------
// Read the appropriate resource for an internal or external
// representation
//------------------------------------------------------------------------
//
ResourceDescription *stream_resource_description;
Check(application);
Check(application->GetResourceFile());
Check(audio_resource_description);
stream_resource_description =
application->GetResourceFile()->SearchList(
audio_resource_description->resourceID,
(audio_representation == InternalAudioRepresentation) ?
ResourceDescription::InternalAudioStreamResourceType :
ResourceDescription::ExternalAudioStreamResourceType
);
if (stream_resource_description == NULL)
return;
Check(stream_resource_description);
stream_resource_description->Lock();
audio_resource_description->Lock();
//
//------------------------------------------------------------------------
// Make the audio object stream
//------------------------------------------------------------------------
//
AudioObjectStream
audio_object_stream(
stream_resource_description,
entity
);
Check(&audio_object_stream);
audio_object_stream.CreateObjects();
stream_resource_description->Unlock();
audio_resource_description->Unlock();
}
//
//#############################################################################
// DestroyEntityAudioObjects
//#############################################################################
//
void
L4AudioResourceManager::DestroyEntityAudioObjects(Entity *entity)
{
Check(this);
Check(entity);
//
//--------------------------------------------------------------------------
// Stop and delete all audio objects
//--------------------------------------------------------------------------
//
Entity::AudioSocketIterator
iterator(entity);
Component
*component;
AudioComponent
*audio_component;
Check(&iterator);
while ((component = iterator.ReadAndNext()) != NULL)
{
audio_component = Cast_Object(AudioComponent*, component);
Check(audio_component);
audio_component->ReceiveControl(StopAudioControlID, 0.0f);
audio_component->ReceiveControl(FlushMessagesAudioControlID, 0.0f);
}
iterator.DeletePlugs();
}
//
//#############################################################################
// CreateModelAudioResource
//#############################################################################
//
ResourceDescription::ResourceID
L4AudioResourceManager::CreateModelAudioStreamResource(
ResourceFile *resource_file,
const char *model_name,
NotationFile *model_file,
const ResourceDirectories*
)
{
Check(resource_file);
Check_Pointer(model_name);
Check(model_file);
const char *script_name = NULL;
ResourceDescription::ResourceID resource_id_list[3];
size_t list_length = 0;
resource_id_list[0] = ResourceDescription::NullResourceID;
resource_id_list[1] = ResourceDescription::NullResourceID;
resource_id_list[2] = ResourceDescription::NullResourceID;
//
//--------------------------------------------------------------------------
// Check for the external audio script
//--------------------------------------------------------------------------
//
if (model_file->GetEntry("audio", "external", &script_name))
{
//
// See if the resource already exists
//
ResourceDescription *res_description =
resource_file->FindResourceDescription(
script_name,
ResourceDescription::ExternalAudioStreamResourceType
);
//
//-----------------------------------------------------------------------
// If not, create it
//-----------------------------------------------------------------------
//
if (res_description == NULL)
{
//
// Make the file name
//
CString file_name(script_name);
CString prefix("audio\\");
file_name = prefix + file_name;
//
// Build the memory stream
//
Tell("Opening Audio Script " << file_name << "\n");
NotationFile script_file(file_name);
AudioObjectStream audio_object_stream;
Check(&script_file);
Check(&audio_object_stream);
audio_object_stream.BuildFromNotationFile(&script_file, resource_file);
Tell("Closed Audio Script\n");
//
// Add the resource
//
res_description =
resource_file->AddResourceMemoryStream(
script_name,
ResourceDescription::ExternalAudioStreamResourceType,
1,
ResourceDescription::Preload,
&audio_object_stream
);
}
Check(res_description);
resource_id_list[list_length++] = res_description->resourceID;
}
//
//--------------------------------------------------------------------------
// Check for the internal audio script
//--------------------------------------------------------------------------
//
if (model_file->GetEntry("audio", "internal", &script_name))
{
//
// See if the resource already exists
//
ResourceDescription *res_description =
resource_file->FindResourceDescription(
script_name,
ResourceDescription::InternalAudioStreamResourceType
);
//
// If not, create it
//
if (res_description == NULL)
{
//
// Make the file name
//
CString file_name(script_name);
CString prefix("audio\\");
file_name = prefix + file_name;
//
// Build the memory stream
//
Tell("Opening Audio Script " << file_name << "\n");
NotationFile script_file(file_name);
AudioObjectStream audio_object_stream;
Check(&script_file);
Check(&audio_object_stream);
audio_object_stream.BuildFromNotationFile(&script_file, resource_file);
Tell("Closed Audio Script\n");
//
// Add the resource
//
res_description =
resource_file->AddResourceMemoryStream(
script_name,
ResourceDescription::InternalAudioStreamResourceType,
1,
ResourceDescription::Preload,
&audio_object_stream
);
}
Check(res_description);
resource_id_list[list_length++] = res_description->resourceID;
}
//
//--------------------------------------------------------------------------
// Check for the audio entity model
//--------------------------------------------------------------------------
//
const char *audio_entity_model = NULL;
if (model_file->GetEntry("audio", "model", &audio_entity_model))
{
//
// The resource should already exist
//
ResourceDescription *res_description =
resource_file->FindResourceDescription(
audio_entity_model,
ResourceDescription::ModelListResourceType
);
if (res_description == NULL)
{
cout << "audio_entity_model == " << audio_entity_model;
Fail("L4AudioResourceManager::CreateModelAudioStreamResource - model not found");
}
Check(res_description);
resource_id_list[list_length++] = res_description->resourceID;
}
//
//--------------------------------------------------------------------------
// If either script has been created, then create the resource list
//--------------------------------------------------------------------------
//
if (list_length > 0)
{
ResourceDescription *res_description =
resource_file->AddResourceList(
model_name,
ResourceDescription::AudioStreamListResourceType,
1,
ResourceDescription::Preload,
resource_id_list,
list_length
);
Check(res_description);
return res_description->resourceID;
}
return ResourceDescription::NullResourceID;
}