Files
TeslaRel410/restoration/source410/MUNGA/AUDREND.HPP
T
CydandClaude Fable 5 63312e07f9 source410: literal 4.10 source reconstruction + BC++ 4.52 fleet toolchain archived
- BORLAND/: Borland C++ 4.52 (chosen over 4.5 by byte-match: CODE/RP/CW32.LIB
  is identical to 4.52's install lib). BCC32/TLINK32/TLIB/MAKE run natively on
  Win11; CODE/BT/OPT.MAK is the shipped BTL4OPT.EXE's exact flag recipe
  (extender = Borland PowerPack DPMI32, not Phar Lap TNT).
- restoration/source410/: the literal 1995-form reconstruction of the missing
  BT game source (never mixed into CODE/). Round 1-3 state:
  * 6 of 10 surviving original TUs COMPILE CLEAN under the period toolchain
    (BTMSSN, BTCNSL, BTSCNRL, BTTEAM, BTL4MODE, BTL4ARND) - first builds
    since 1996.
  * BT_L4/BTL4APP.CPP pilot reconstruction: 12/12 functions, Fail() lands on
    its binary-recorded line 400 exactly.
  * BT/BTCNSL.HPP: console wire IDs recovered from the binary's ctors
    (Killed=9, Damaged=10, ScoreUpdate=13, DeathWithoutHonor=15 [T1];
    TeamScore=12 flagged [T4]).
  * MUNGA/: 8 engine-header backfills back-dated from the BT412 WinTesla tree
    (VDATA numbering decomp-verified; AUDREND's OpenAL-era virtual removed -
    the period compiler is the drift detector).
  * Tooling: backdate.py (WinTesla->1995 header transform), compile410.sh
    (per-TU verification sweep under authentic OPT.MAK flags).
  * README: corrected roadmap - MECH.HPP is the capstone grown with the mech
    TU reconstructions; BTREG.CPP green = the header-family milestone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 07:33:26 -05:00

268 lines
6.2 KiB
C++

#if !defined(AUDREND_HPP)
# define AUDREND_HPP
# if !defined(RENDERER_HPP)
# include <renderer.hpp>
# endif
# if !defined(AUDIO_HPP)
# include <audio.hpp>
# endif
# if !defined(AUDSRC_HPP)
# include <audsrc.hpp>
# endif
# if !defined(AUDWGT_HPP)
# include <audwgt.hpp>
# endif
# if !defined(EVENT_HPP)
# include <event.hpp>
# endif
# if !defined(VCHAIN_HPP)
# include <vchain.hpp>
# endif
# if !defined(L4AUDHDW_HPP)
# include <l4audhdw.hpp>
# endif
//##########################################################################
//######################## AudioRenderer #############################
//##########################################################################
class AudioEvent;
class AudioRenderer:
public Renderer
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, Testing
//
public:
AudioRenderer(RendererRate render_rate);
~AudioRenderer();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Renderer Interface
//
public:
virtual void
Initialize();
void
LinkToEntity(Entity *entity);
AudioHead*
GetAudioHead();
AudioFrameCount
GetAudioFrameCount();
void
PostAudioRequestMessage(
AudioSource *audio_source,
AudioSource::RequestMessage *message
);
Logical
ProcessAudioRequestMessage();
void
FlushAudioMessages(AudioSource *audio_source);
Logical
ExecuteBackground();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Implementations
//
protected:
void
ExecuteImplementation(
RendererComplexity complexity_update,
RendererOrigin::InterestingEntityIterator *iterator
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private Methods
//
private:
virtual AudioHead*
MakeAudioHead();
void
StartEntityEffectImplementation(
Entity *entity,
DamageZone *damage_zone,
ResourceDescription::ResourceID resource_ID
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
private:
typedef VChainOf<AudioEvent*, AudioWeighting>
AudioEventSocket;
typedef VChainIteratorOf<AudioEvent*, AudioWeighting>
AudioEventIterator;
AudioHead
*audioHead;
AudioEventSocket
audioEventSocket;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Audio Renderer Statistics
//
#ifdef LAB_ONLY
public:
int
sourceClippedCount;
int
sourceStartCount;
int
sourceSuspendCount;
int
sourceResumeCount;
int
doubleTriggerCount;
int
resourceStealCount;
int
resourceStealPriorityCount;
int
resourceStealVolumeCount;
int
stealShortDurationCount;
#endif
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioRenderer inlines ~~~~~~~~~~~~~~~~~~~~~~~~
inline AudioHead*
AudioRenderer::GetAudioHead()
{
Check(audioHead);
return audioHead;
}
inline AudioFrameCount
AudioRenderer::GetAudioFrameCount()
{
Check(audioHead);
return audioHead->GetAudioFrameCount();
}
inline Logical
AudioRenderer::ExecuteBackground()
{
Check(this);
return ProcessAudioRequestMessage();
}
//~~~~~~~~~~~~~~~~~~~~~~~~ AudioRenderer profile macros ~~~~~~~~~~~~~~~~~~~~
#if defined(TRACE_AUDIO_RENDERER)
extern BitTrace Audio_Renderer;
#define SET_AUDIO_RENDERER() Audio_Renderer.Set()
#define CLEAR_AUDIO_RENDERER() Audio_Renderer.Clear()
#else
#define SET_AUDIO_RENDERER()
#define CLEAR_AUDIO_RENDERER()
#endif
#if defined(TRACE_AUDIO_RENDERER_CREATE_OBJECTS)
extern BitTrace Audio_Renderer_Create_Objects;
#define SET_AUDIO_RENDERER_CREATE_OBJECTS() Audio_Renderer_Create_Objects.Set()
#define CLEAR_AUDIO_RENDERER_CREATE_OBJECTS() Audio_Renderer_Create_Objects.Clear()
#else
#define SET_AUDIO_RENDERER_CREATE_OBJECTS()
#define CLEAR_AUDIO_RENDERER_CREATE_OBJECTS()
#endif
#if defined(TRACE_AUDIO_RENDERER_DESTROY_OBJECTS)
extern BitTrace Audio_Renderer_Destroy_Objects;
#define SET_AUDIO_RENDERER_DESTROY_OBJECTS() Audio_Renderer_Destroy_Objects.Set()
#define CLEAR_AUDIO_RENDERER_DESTROY_OBJECTS() Audio_Renderer_Destroy_Objects.Clear()
#else
#define SET_AUDIO_RENDERER_DESTROY_OBJECTS()
#define CLEAR_AUDIO_RENDERER_DESTROY_OBJECTS()
#endif
#if defined(TRACE_AUDIO_RENDERER_START_HANDLER)
extern BitTrace Audio_Renderer_Start_Handler;
#define SET_AUDIO_RENDERER_START_HANDLER() Audio_Renderer_Start_Handler.Set()
#define CLEAR_AUDIO_RENDERER_START_HANDLER() Audio_Renderer_Start_Handler.Clear()
#else
#define SET_AUDIO_RENDERER_START_HANDLER()
#define CLEAR_AUDIO_RENDERER_START_HANDLER()
#endif
#if defined(TRACE_AUDIO_RENDERER_STOP_HANDLER)
extern BitTrace Audio_Renderer_Stop_Handler;
#define SET_AUDIO_RENDERER_STOP_HANDLER() Audio_Renderer_Stop_Handler.Set()
#define CLEAR_AUDIO_RENDERER_STOP_HANDLER() Audio_Renderer_Stop_Handler.Clear()
#else
#define SET_AUDIO_RENDERER_STOP_HANDLER()
#define CLEAR_AUDIO_RENDERER_STOP_HANDLER()
#endif
#if defined(TRACE_AUDIO_RENDERER_EXECUTE)
extern BitTrace Audio_Renderer_Execute;
#define SET_AUDIO_RENDERER_EXECUTE() Audio_Renderer_Execute.Set()
#define CLEAR_AUDIO_RENDERER_EXECUTE() Audio_Renderer_Execute.Clear()
#else
#define SET_AUDIO_RENDERER_EXECUTE()
#define CLEAR_AUDIO_RENDERER_EXECUTE()
#endif
//##########################################################################
//######################### AudioEvent ###############################
//##########################################################################
#define AUDIOEVENT_MEMORYBLOCK_ALLOCATION (20)
class AudioEvent:
public Node
{
friend class AudioRenderer;
private:
AudioEvent(
AudioSource *target,
AudioSource::RequestMessage *message
);
~AudioEvent();
static MemoryBlock* GetAllocatedMemory();
void* operator new(size_t) { return GetAllocatedMemory()->New(); }
void operator delete(void *where) { GetAllocatedMemory()->Delete(where); }
void
Process();
void
ReleaseLinkHandler(
Socket *socket,
Plug *plug
);
AudioSource::RequestMessage
*messageToSend;
SlotOf<AudioSource*>
targetReceiver;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioEvent inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
inline void
AudioEvent::Process()
{
Check(targetReceiver.GetCurrent());
targetReceiver.GetCurrent()->Receive(messageToSend);
Unregister_Object(this);
delete this;
}
#endif