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>
161 lines
4.6 KiB
C++
161 lines
4.6 KiB
C++
//===========================================================================//
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// File: l4audres.cpp //
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// Project: MUNGA Brick: Audio Renderer 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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// 05/10/95 ECH Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#include <munga.hpp>
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#pragma hdrstop
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#if !defined(AUDTOOLS_HPP)
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# include <audtools.hpp>
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#endif
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#include <fstream.h>
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#include <io.h>
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#include <sys\stat.h>
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#if !defined(AUDIO_HPP)
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# include <audio.hpp>
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#endif
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#if !defined(BOXSOLID_HPP)
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# include <boxsolid.hpp>
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#endif
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//#############################################################################
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//###################### AudioCreateSymbols #############################
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//#############################################################################
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//
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//#############################################################################
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//#############################################################################
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//
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AudioCreateSymbols::AudioCreateSymbols()
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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AudioCreateSymbols::~AudioCreateSymbols()
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioCreateSymbols::MakeFileReadWrite(const CString &file_name)
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{
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if (access(file_name, 0) == 0)
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{
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int amode = S_IREAD|S_IWRITE;
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#if DEBUG_LEVEL>0
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int ret =
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#endif
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chmod(file_name, amode);
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Verify(ret == 0);
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}
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioCreateSymbols::Execute()
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{
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//
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// Make file read/write
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//
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CString file_name("audio\\symbols.scp");
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MakeFileReadWrite(file_name);
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//
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// Open the file for writing
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//
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ofstream symbol_file(file_name, ios::out);
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Verify(symbol_file);
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symbol_file << "[macro]\n";
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//
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// Audio
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//
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WriteEntryStream(symbol_file);
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AudioCreateSymbols::WriteEntryStream(ofstream &symbol_file)
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{
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#define WRITE_ENTRY(name)\
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{\
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Verify(symbol_file);\
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symbol_file << #name;\
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symbol_file << "=";\
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symbol_file << name;\
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symbol_file << "\n";\
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}
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//
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// Solids
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//
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WRITE_ENTRY(BoxedSolid::StoneMaterial);
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WRITE_ENTRY(BoxedSolid::GravelMaterial);
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WRITE_ENTRY(BoxedSolid::ConcreteMaterial);
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WRITE_ENTRY(BoxedSolid::WoodMaterial);
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WRITE_ENTRY(BoxedSolid::RockMaterial);
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WRITE_ENTRY(BoxedSolid::OurCraftMaterial);
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WRITE_ENTRY(BoxedSolid::OtherCraftMaterial);
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//
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// Audio
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//
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WRITE_ENTRY(TransientAudioRenderType);
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WRITE_ENTRY(SustainedAudioRenderType);
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WRITE_ENTRY(MinAudioSourcePriority);
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WRITE_ENTRY(LowAudioSourcePriority);
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WRITE_ENTRY(MedAudioSourcePriority);
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WRITE_ENTRY(HighAudioSourcePriority);
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WRITE_ENTRY(MaxAudioSourcePriority);
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WRITE_ENTRY(MinAudioSourceMixPresence);
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WRITE_ENTRY(LowAudioSourceMixPresence);
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WRITE_ENTRY(MedAudioSourceMixPresence);
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WRITE_ENTRY(HighAudioSourceMixPresence);
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WRITE_ENTRY(MaxAudioSourceMixPresence);
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WRITE_ENTRY(ManualAudioSourceMixPresence);
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WRITE_ENTRY(NullAudioControlID);
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WRITE_ENTRY(NoteAudioControlID);
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WRITE_ENTRY(AttackVolumeAudioControlID);
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WRITE_ENTRY(AttackTimeAudioControlID);
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WRITE_ENTRY(DurationAudioControlID);
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WRITE_ENTRY(VolumeAudioControlID);
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WRITE_ENTRY(PitchAudioControlID);
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WRITE_ENTRY(BrightnessAudioControlID);
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WRITE_ENTRY(StartAudioControlID);
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WRITE_ENTRY(StopAudioControlID);
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WRITE_ENTRY(IdleAudioControlID);
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WRITE_ENTRY(FlushMessagesAudioControlID);
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WRITE_ENTRY(TempoAudioControlID);
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}
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