Files
TeslaRel410/CODE/RP/MUNGA/AUDLOC.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

222 lines
5.6 KiB
C++

//===========================================================================//
// File: audloc.hpp //
// Project: MUNGA Brick: Audio manager //
// Contents: //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 01/30/95 ECH Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(AUDLOC_HPP)
# define AUDLOC_HPP
# if !defined(STYLE_HPP)
# include <style.hpp>
# endif
# if !defined(AUDIO_HPP)
# include <audio.hpp>
# endif
//##########################################################################
//######################## AudioLocation #############################
//##########################################################################
class AudioLocation:
public AudioComponent
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, and Testing
//
public:
AudioLocation(
PlugStream *stream,
Entity *entity
);
void
AudioLocationX(
Entity *entity,
AudioFrameCount next_update_delay,
Scalar clipping_scale
);
~AudioLocation();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Resource Building
//
public:
static void
BuildFromPage(
PlugStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Audio Component Support
//
public:
void
ReceiveControl(
AudioControlID control_ID,
AudioControlValue control_value
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Audio Location Support
//
public:
//
//-----------------------------------------------------------------------
// GetLinkedEntity
//-----------------------------------------------------------------------
//
Entity*
GetLinkedEntity();
//
//-----------------------------------------------------------------------
// IsAudioLocationClipped
//-----------------------------------------------------------------------
//
Logical
IsAudioLocationClipped(AudioHead *audio_head);
//
//-----------------------------------------------------------------------
// UpdateSpatialModel
//-----------------------------------------------------------------------
//
void
UpdateSpatialModel(AudioHead *audio_head);
//
//-----------------------------------------------------------------------
// Access to localization results
//-----------------------------------------------------------------------
//
Logical
IsHeadSource()
{return isHeadSource;}
Scalar
GetDistanceToSource()
{return distanceToSource;}
Scalar
GetDistanceToSourceListenerPlane();
Radian
GetAzimuthOfSource()
{return azimuthOfSource;}
Scalar
GetDistanceVolumeScale()
{return distanceVolumeScale;}
Scalar
GetHighFreqCutoffScale()
{return highFreqCutoffScale;}
AudioPitchCents
GetDopplerCents()
{return dopplerCents;}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Protected Implementations
//
protected:
virtual void
UpdateSpatialModelImplementation(AudioHead *audio_head);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private Methods
//
private:
Logical
CalculateDoppler(
AudioHead *audio_head,
Scalar speed,
AudioPitchCents *result
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private Data
//
private:
Entity
*linkedEntity;
Point3D
locationOffset;
Scalar
clippingScale;
Logical
isHeadSource;
Vector3D
vectorToSource;
Scalar
distanceToSource;
#if 0
Radian
angleOffOrientation;
#endif
Radian
azimuthOfSource;
Scalar
distanceVolumeScale;
Scalar
highFreqCutoffScale;
#if 0
Scalar
reverbVolumeScale;
#endif
AudioPitchCents
dopplerCents;
AudioFrameCount
nextUpdateDelay;
AudioFrameCount
nextUpdateFrame;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioLocation inlines ~~~~~~~~~~~~~~~~~~~~~~~~
inline Entity*
AudioLocation::GetLinkedEntity()
{
Check(this);
return linkedEntity;
}
inline Scalar
AudioLocation::GetDistanceToSourceListenerPlane()
{
Check(this);
Vector3D
vector_to_source_listener_plane(
vectorToSource.x,
0.0f,
vectorToSource.z
);
return vector_to_source_listener_plane.Length();
}
inline void
AudioLocation::UpdateSpatialModel(AudioHead *audio_head)
{
Check(this);
Check(audio_head);
if (nextUpdateFrame <= audio_head->GetAudioFrameCount())
{
nextUpdateFrame = audio_head->GetAudioFrameCount() + nextUpdateDelay;
UpdateSpatialModelImplementation(audio_head);
}
}
#endif