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>
271 lines
7.7 KiB
C++
271 lines
7.7 KiB
C++
//===========================================================================//
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// File: audlvl.hpp //
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// Project: MUNGA Brick: Audio 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) 1994-1995, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(AUDLVL_HPP)
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# define AUDLVL_HPP
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# if !defined(STYLE_HPP)
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# include <style.hpp>
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# endif
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# if !defined(AUDIO_HPP)
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# include <audio.hpp>
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# endif
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//##########################################################################
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//####################### AudioLevelOfDetail #########################
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//##########################################################################
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class AudioLevelOfDetail:
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public Plug
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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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AudioLevelOfDetail(PlugStream *stream);
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~AudioLevelOfDetail();
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Logical
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TestInstance() const;
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//
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//-----------------------------------------------------------------------
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// BuildFromPage
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//-----------------------------------------------------------------------
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//
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static void
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BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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);
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//
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//-----------------------------------------------------------------------
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// Accessors
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//-----------------------------------------------------------------------
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//
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AudioVoiceCount
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GetVoiceCount()
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{return voiceCount;}
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AudioRenderType
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GetAudioRenderType()
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{return audioRenderType;}
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AudioFrameCount
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GetSuspendDelay()
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{return suspendDelay;}
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private:
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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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#if 0
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//
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//-----------------------------------------------------------------------
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// Defines the radial variation of the amplitude of the audio source.
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// This feature is implemented well in Crystal River Engineering's
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// API. The radiation profile of an audio source is specified with
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// an array of sound levels in decibels paired with angles off of
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// the audio source orientation. For example, you can design a
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// rocket sound that is louder when heard from directly behind then
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// from the side.
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//-----------------------------------------------------------------------
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//
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AudioRadiationProfile
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amplitudeRadiationProfile;
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#endif
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#if 0
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//
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//-----------------------------------------------------------------------
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// Defines the radial variation of the high frequency content of the
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// audio source. This concept is analogous to
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// SetAmplitudeRadiationProfile except applied to the high frequency
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// content of the audio source. Again, this allows the audio source
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// to vary with respect to the position and orientation of the audio
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// source and head.
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//-----------------------------------------------------------------------
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//
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AudioRadiationProfile
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filterRadiationProfile;
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#endif
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//
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//-----------------------------------------------------------------------
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// Misc
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//-----------------------------------------------------------------------
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//
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AudioVoiceCount
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voiceCount;
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AudioRenderType
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audioRenderType;
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AudioFrameCount
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suspendDelay;
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};
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//##########################################################################
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//########################## AudioResource ############################
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//##########################################################################
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class AudioResource:
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public Node
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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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AudioResource(PlugStream *stream);
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~AudioResource();
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Logical
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TestInstance() const;
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//
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//-----------------------------------------------------------------------
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// BuildFromPage
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//-----------------------------------------------------------------------
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//
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static void
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BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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);
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//
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//-----------------------------------------------------------------------
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// SetDistance
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//-----------------------------------------------------------------------
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//
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void
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SetDistance(Scalar distance);
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//
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//-----------------------------------------------------------------------
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// Accessors
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//-----------------------------------------------------------------------
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//
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AudioVoiceCount
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GetVoiceCount();
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AudioRenderType
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GetAudioRenderType();
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AudioFrameCount
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GetSuspendDelay();
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protected:
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//
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//-----------------------------------------------------------------------
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// Protected data
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//-----------------------------------------------------------------------
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//
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AudioLevelOfDetail*
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GetAudioLevelOfDetail();
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private:
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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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AudioLevelOfDetail
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*audioLevelOfDetail;
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TableOf<AudioLevelOfDetail*, Scalar>
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audioLevelOfDetailSocket;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioResource inlines ~~~~~~~~~~~~~~~~~~~~~~~~~
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inline AudioLevelOfDetail*
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AudioResource::GetAudioLevelOfDetail()
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{
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Check(this);
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return audioLevelOfDetail;
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}
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inline AudioVoiceCount
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AudioResource::GetVoiceCount()
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{
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Check(this);
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Check(audioLevelOfDetail);
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return audioLevelOfDetail->GetVoiceCount();
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}
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inline AudioRenderType
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AudioResource::GetAudioRenderType()
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{
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Check(this);
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Check(audioLevelOfDetail);
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return audioLevelOfDetail->GetAudioRenderType();
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}
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inline AudioFrameCount
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AudioResource::GetSuspendDelay()
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{
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Check(this);
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Check(audioLevelOfDetail);
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return audioLevelOfDetail->GetSuspendDelay();
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}
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//##########################################################################
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//######################## AudioResourceIndex ########################
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//##########################################################################
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class AudioResourceIndex:
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public Node
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{
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public:
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AudioResourceIndex(PlugStream *stream);
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~AudioResourceIndex();
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Logical
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TestInstance() const;
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static void
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BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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);
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void
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AddAudioResource(
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AudioResource *audio_resource,
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Enumeration index
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);
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AudioResource*
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GetAudioResource(Enumeration index);
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CollectionSize
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GetSize();
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private:
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TableOf<AudioResource*, Enumeration>
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audioResourceSocket;
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};
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#endif
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