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

232 lines
6.4 KiB
C++

//===========================================================================//
// File: l4audrnd.hh //
// Project: MUNGA Brick: Audio Renderer Manager //
// Contents: //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 01/30/95 ECH Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(L4AUDRND_HPP)
# define L4AUDRND_HPP
# if !defined(AUDREND_HPP)
# include <audrend.hpp>
# endif
# if !defined(L4AUDHDW_HPP)
# include <l4audhdw.hpp>
# endif
# if !defined(L4AUDIO_HPP)
# include <l4audio.hpp>
# endif
# if !defined(L4AUDRES_HPP)
# include <l4audres.hpp>
# endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L4AudioRenderer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class L4AudioRenderer:
public AudioRenderer
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, Testing
//
public:
L4AudioRenderer(
RendererRate render_rate,
Logical mission_review_mode
);
~L4AudioRenderer();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Renderer support
//
public:
void
Initialize();
void
NotifyOfNewInterestingEntity(Entity *interesting_entity);
void
NotifyOfBecomingUninterestingEntity(Entity *uninteresting_entity);
protected:
void
ExecuteImplementation(
RendererComplexity complexity_update,
RendererOrigin::InterestingEntityIterator *iterator
);
private:
void
LoadMissionImplementation(Mission *mission);
void
ShutdownImplementation();
void
SuspendImplementation();
void
ResumeImplementation();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Audio hardware accessors
//
public:
AudioCard*
GetFrontCard();
AudioCard*
GetRearCard();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Audio Source support
//
public:
void
StartRequest(L4AudioSource *audio_source);
void
StopRequest(L4AudioSource *audio_source);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private methods
//
private:
void
CalculateMix();
void
RunningSourceCheckup();
//void
// RunningAudioSourceSort();
void
DormantSourceCheckup();
void
AudioSourceStopMaintenance(L4AudioSource *source);
void
AudioSourceSuspendMaintenance(L4AudioSource *source);
Logical
RequestAudioResources(
L4AudioSource *audio_source,
AudioChannelSet *channel_set_result
);
Logical
RequestAudioChannels(
AudioVoiceCount voices_requested,
AudioChannelSet *channel_set_request
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
private:
Logical
missionReviewMode;
AudioHardware
audioHardware;
L4AudioResourceManager
audioResourceManager;
AudioFrameCount
nextCalculateMixFrame;
typedef VChainOf<L4AudioSource*, AudioWeighting>
RunningSourceSocket;
typedef VChainIteratorOf<L4AudioSource*, AudioWeighting>
RunningSourceIterator;
RunningSourceSocket
runningAudioSourceSocket;
typedef ChainOf<L4AudioSource*>
DormantSourceSocket;
typedef ChainIteratorOf<L4AudioSource*>
DormantSourceIterator;
DormantSourceSocket
dormantAudioSourceSocket;
typedef VChainOf<L4AudioSource*, Enumeration>
MixingSourceSocket;
typedef VChainIteratorOf<L4AudioSource*, Enumeration>
MixingSourceIterator;
MixingSourceSocket
mixingAudioSourceSocket;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~ L4AudioRenderer inlines ~~~~~~~~~~~~~~~~~~~~~~~~
inline AudioCard*
L4AudioRenderer::GetFrontCard()
{
Check(this);
return audioHardware.GetFrontCard();
}
inline AudioCard*
L4AudioRenderer::GetRearCard()
{
Check(this);
return audioHardware.GetRearCard();
}
//~~~~~~~~~~~~~~~~~~~~~~ L4AudioRenderer profile macros ~~~~~~~~~~~~~~~~~~~~
#if defined(TRACE_AUDIO_RENDERER_RUNNING_SOURCES)
extern BitTrace Audio_Renderer_Running_Sources;
#define SET_AUDIO_RUNNING_SOURCES() Audio_Renderer_Running_Sources.Set()
#define CLEAR_AUDIO_RUNNING_SOURCES() Audio_Renderer_Running_Sources.Clear()
#else
#define SET_AUDIO_RUNNING_SOURCES()
#define CLEAR_AUDIO_RUNNING_SOURCES()
#endif
#if defined(TRACE_AUDIO_RENDERER_RUNNING_SORT)
extern BitTrace Audio_Renderer_Running_Sort;
#define SET_AUDIO_RUNNING_SORT() Audio_Renderer_Running_Sort.Set()
#define CLEAR_AUDIO_RUNNING_SORT() Audio_Renderer_Running_Sort.Clear()
#else
#define SET_AUDIO_RUNNING_SORT()
#define CLEAR_AUDIO_RUNNING_SORT()
#endif
#if defined(TRACE_AUDIO_RENDERER_CALCULATE_MIX)
extern BitTrace Audio_Renderer_Calculate_Mix;
#define SET_AUDIO_CALCULATE_MIX() Audio_Renderer_Calculate_Mix.Set()
#define CLEAR_AUDIO_CALCULATE_MIX() Audio_Renderer_Calculate_Mix.Clear()
#else
#define SET_AUDIO_CALCULATE_MIX()
#define CLEAR_AUDIO_CALCULATE_MIX()
#endif
#if defined(TRACE_AUDIO_RENDERER_EXECUTE_SOURCES)
extern BitTrace Audio_Renderer_Execute_Sources;
#define SET_AUDIO_EXECUTE_SOURCES() Audio_Renderer_Execute_Sources.Set()
#define CLEAR_AUDIO_EXECUTE_SOURCES() Audio_Renderer_Execute_Sources.Clear()
#else
#define SET_AUDIO_EXECUTE_SOURCES()
#define CLEAR_AUDIO_EXECUTE_SOURCES()
#endif
#if defined(TRACE_AUDIO_RENDERER_DORMANT_SOURCES)
extern BitTrace Audio_Renderer_Dormant_Sources;
#define SET_AUDIO_DORMANT_SOURCES() Audio_Renderer_Dormant_Sources.Set()
#define CLEAR_AUDIO_DORMANT_SOURCES() Audio_Renderer_Dormant_Sources.Clear()
#else
#define SET_AUDIO_DORMANT_SOURCES()
#define CLEAR_AUDIO_DORMANT_SOURCES()
#endif
#endif