Files
TeslaRel410/CODE/RP/MUNGA/AUDWGT.HPP
T
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

165 lines
4.6 KiB
C++

//===========================================================================//
// File: audwgt.hpp //
// Project: MUNGA Brick: Audio Renderer //
// Contents: Interface specification for audio weighting //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 05/02/96 ECH Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1996, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(AUDWGT_HPP)
#define AUDWGT_HPP
# if !defined(STYLE_HPP)
# include <style.hpp>
# endif
# if !defined(AUDIO_HPP)
# include <audio.hpp>
# endif
//##########################################################################
//######################## AudioWeighting ############################
//##########################################################################
class AudioWeighting SIGNATURED
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, and Testing
//
public:
AudioWeighting();
AudioWeighting(const AudioWeighting&);
AudioWeighting(
AudioSourcePriority audio_priority,
AudioControlValue audio_volume
);
AudioWeighting&
operator=(const AudioWeighting&);
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Logical Operators
//
public:
Logical
operator<(const AudioWeighting&) const;
Logical
operator<=(const AudioWeighting&) const;
Logical
operator>(const AudioWeighting&) const;
Logical
operator>=(const AudioWeighting&) const;
Logical
operator==(const AudioWeighting&) const;
Logical
operator!=(const AudioWeighting&) const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Public Constants
//
public:
static const AudioWeighting
Null;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private Data
//
private:
Scalar
weight;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioWeighting inlines ~~~~~~~~~~~~~~~~~~~~~~~
inline AudioWeighting::AudioWeighting():
weight(0.0f)
{
}
inline AudioWeighting::AudioWeighting(const AudioWeighting &audio_weighting):
weight(audio_weighting.weight)
{
}
inline AudioWeighting::AudioWeighting(
AudioSourcePriority audio_priority,
AudioControlValue audio_volume
)
{
Verify(
(Enumeration)audio_priority >= 0 &&
(Enumeration)audio_priority < AUDIO_SOURCE_PRIORITY_COUNT
);
Verify(
(Enumeration)audio_priority >= (Enumeration)MinAudioSourcePriority &&
(Enumeration)audio_priority <= (Enumeration)MaxAudioSourcePriority
);
Verify(
audio_volume >= 0.0f &&
audio_volume <= 1.0f
);
weight = 0.0f -(Scalar)audio_priority - audio_volume;
}
inline AudioWeighting&
AudioWeighting::operator=(const AudioWeighting &audio_weighting)
{
Check(this);
weight = audio_weighting.weight;
return *this;
}
inline Logical
AudioWeighting::operator<(const AudioWeighting &audio_weighting) const
{
Check(this);
return weight < audio_weighting.weight;
}
inline Logical
AudioWeighting::operator<=(const AudioWeighting &audio_weighting) const
{
Check(this);
return weight <= audio_weighting.weight;
}
inline Logical
AudioWeighting::operator>(const AudioWeighting &audio_weighting) const
{
Check(this);
return weight > audio_weighting.weight;
}
inline Logical
AudioWeighting::operator>=(const AudioWeighting &audio_weighting) const
{
Check(this);
return weight >= audio_weighting.weight;
}
inline Logical
AudioWeighting::operator==(const AudioWeighting &audio_weighting) const
{
Check(this);
return Close_Enough(weight, audio_weighting.weight, 0.01f);
}
inline Logical
AudioWeighting::operator!=(const AudioWeighting &audio_weighting) const
{
Check(this);
return !Close_Enough(weight, audio_weighting.weight, 0.01f);
}
#endif