Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
425 lines
13 KiB
C++
425 lines
13 KiB
C++
//===========================================================================//
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// File: AudioRenderer.cpp //
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// Project: MUNGA Brick: Video Renderer //
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// Contents: Abstracted Base Video Renderer //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 03/04/97 JTR Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1997, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "AdeptHeaders.hpp"
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#include "SpatializedCommand.hpp"
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#include "AudioRenderer.hpp"
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#include "SpatializedChannel.hpp"
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#include "AudioSample.hpp"
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#include "Interface.hpp"
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//##########################################################################
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//######################### SpatializedCommand #######################
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//##########################################################################
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SpatializedCommand::ClassData*
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SpatializedCommand::DefaultData = NULL;
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MemoryBlock*
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SpatializedCommand::s_AllocatedMemory = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void SpatializedCommand::InitializeClass(
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size_t block_count,
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size_t block_delta
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)
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{
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Verify(!s_AllocatedMemory);
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s_AllocatedMemory =
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new MemoryBlock(
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sizeof(SpatializedCommand),
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block_count,
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block_delta,
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"SpatializedCommand",
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g_LibraryHeap
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);
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Register_Object(s_AllocatedMemory);
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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SpatializedCommandClassID,
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"Adept::SpatializedCommand",
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BaseClass::DefaultData
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void SpatializedCommand::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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Unregister_Object(s_AllocatedMemory);
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delete s_AllocatedMemory;
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s_AllocatedMemory = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void SpatializedCommand::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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SpatializedCommand* SpatializedCommand::Create(
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int type,
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const ResourceID &hint_ID,
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Stuff::Scalar priority,
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Stuff::Scalar volume,
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Stuff::Scalar min_restart,
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Stuff::Scalar min_replace,
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const Point3D &position,
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const Vector3D &velocity,
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Stuff::Scalar min_deviation,
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Stuff::Scalar near_clip,
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Stuff::Scalar min_range,
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Stuff::Scalar max_range,
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Stuff::Scalar far_clip
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)
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{
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return new SpatializedCommand(
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DefaultData,
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type,
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hint_ID,
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priority,
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volume,
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min_restart,
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min_replace,
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position,
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velocity,
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min_deviation,
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near_clip,
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min_range,
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max_range,
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far_clip
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);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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SpatializedCommand::SpatializedCommand(
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ClassData *class_data,
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int type,
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const ResourceID &sample_ID,
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Stuff::Scalar priority,
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Stuff::Scalar volume,
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Stuff::Scalar min_restart,
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Stuff::Scalar min_replace,
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const Point3D &position,
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const Vector3D &velocity,
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Stuff::Scalar min_deviation,
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Stuff::Scalar near_clip,
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Stuff::Scalar min_range,
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Stuff::Scalar max_range,
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Stuff::Scalar far_clip
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):
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AudioCommand(class_data, type, sample_ID, priority, volume, min_restart, min_replace),
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m_position(position),
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m_velocity(velocity),
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m_minDeviation(min_deviation),
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m_nearClip(near_clip),
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m_minRange(min_range),
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m_maxRange(max_range),
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m_farClip(far_clip)
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{
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Check_Pointer(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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SpatializedCommand::~SpatializedCommand()
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{
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Check_Object(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool SpatializedCommand::ConnectToChannel(AudioSample *sample)
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{
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Check_Object(this);
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Check_Object(sample);
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AUDIO_RENDER("Execute::NewCommands::SpatializedCommand");
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//
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//---------------------------
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// Compute the command energy
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//---------------------------
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//
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SpatializedChannel *candidate = NULL;
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Scalar energy = m_energy = ComputeEnergy(NULL);
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Time now = gos_GetElapsedTime();
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//
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//-----------------------------------------------------------------
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// If we aren't going to loop, see if we can be immediately clipped
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//-----------------------------------------------------------------
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//
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if (m_bearing.range<m_nearClip || m_bearing.range>m_farClip)
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{
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if (m_playMode == gosAudio_PlayOnce)
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delete this;
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return false;
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}
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//
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//----------------------------------------------------------------------------
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// First look through the active channels to see if we can ignore this command
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//----------------------------------------------------------------------------
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//
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ChainIteratorOf<AudioChannel*> active_channels(&sample->m_activeChannels);
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AudioChannel *channel;
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if (m_playMode == gosAudio_PlayOnce)
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{
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while ((channel = active_channels.ReadAndNext()) != NULL)
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{
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SpatializedChannel *spatial = Cast_Object(SpatializedChannel*, channel);
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//
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//----------------------------------------------------------------------------------
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// We now need to calculate the angles to the ear from the old site and the new one.
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// If the sound is too different from the one we are looking at, just go on to the
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// next sound
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//----------------------------------------------------------------------------------
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//
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Scalar bear_diff = Fabs(spatial->m_bearing.yaw - m_bearing.yaw);
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SpatializedCommand *existing_command = Cast_Object(SpatializedCommand*, spatial->m_command);
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Check_Object(existing_command);
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if (bear_diff > existing_command->m_minDeviation)
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continue;
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//
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//-----------------------------------------------
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// If the existing sound could replace us, let it
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//-----------------------------------------------
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//
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Verify(m_playMode != gosAudio_Loop);
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if (channel->m_startTime + existing_command->m_minRestartDelay >= now)
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{
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delete this;
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return false;
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}
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//
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//------------------------------------------------------------------------------
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// If we are not lower priority than the existing sound, check to see if it is a
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// candidate for replacement
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//------------------------------------------------------------------------------
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//
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if (existing_command->m_priority >= m_priority)
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{
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if (channel->m_startTime + existing_command->m_minReplaceDelay <= now)
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{
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Scalar temp = channel->m_energy;
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if (temp <= energy)
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{
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candidate = spatial;
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energy = temp;
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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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//------------------------------------------------------
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// Look for an inactive spatial hooked up to this sample
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//------------------------------------------------------
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//
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ChainIteratorOf<AudioChannel*> inactive_channels(&sample->m_inactiveChannels);
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if ((channel = inactive_channels.GetCurrent()) != NULL)
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{
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Verify(channel->m_playMode != gosAudio_Loop);
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channel->Activate(this);
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Verify(channel->m_startTime == now);
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return true;
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}
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//
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//-------------------------------------------
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// Replace the best candidate if there is one
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//-------------------------------------------
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//
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if (candidate)
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{
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Check_Object(candidate);
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Verify(candidate->m_playMode != gosAudio_Loop);
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candidate->Stop();
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candidate->Activate(this);
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Verify(candidate->m_startTime == now);
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return true;
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}
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//
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//------------------------------------------------------------------------------------
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// Now we search the inactive channel list for our sound type and use the earliest one
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//------------------------------------------------------------------------------------
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//
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Check_Object(AudioRenderer::Instance);
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ChannelType &type = AudioRenderer::Instance->m_channelTypes[m_type];
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ChainIteratorOf<AudioChannel*> free_channels(&type.m_inactiveChannels);
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if ((channel = free_channels.GetCurrent()) != NULL)
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{
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Check_Object(channel);
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Verify(channel->m_playMode != gosAudio_Loop);
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channel->SetSample(sample);
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channel->Activate(this);
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Verify(channel->m_startTime == now);
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return true;
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}
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//
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//----------------------------------------------------------------------------------
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// Now we search the active channel list for our sound type and use the earliest one
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// that also matches the playmode - loops steal loops and one-shots steal one-shots
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//----------------------------------------------------------------------------------
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//
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ChainIteratorOf<AudioChannel*> used_channels(&type.m_activeChannels);
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while ((channel = used_channels.ReadAndNext()) != NULL)
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{
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Check_Object(channel);
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if (channel->m_playMode == m_playMode)
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{
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channel->Stop();
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Verify(channel->m_playMode != gosAudio_Loop);
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if (channel->m_sample != sample)
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channel->SetSample(sample);
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channel->Activate(this);
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Verify(channel->m_startTime == now);
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return true;
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}
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}
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//
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//----------------------------------------------------------------------------------
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// Now we search the active channel list for our sound type and use the earliest one
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//----------------------------------------------------------------------------------
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//
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used_channels.First();
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channel = used_channels.GetCurrent();
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Check_Object(channel);
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Verify(channel->m_playMode != gosAudio_Loop);
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channel->Stop();
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if (channel->m_sample != sample)
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channel->SetSample(sample);
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channel->Activate(this);
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Verify(channel->m_startTime == now);
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return true;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool SpatializedCommand::AddLoop()
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{
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Check_Object(this);
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//
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//-------------------------------------------------
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// Hook us up to the loop chain of our channel type
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//-------------------------------------------------
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//
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Check_Object(AudioRenderer::Instance);
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ChannelType &type = AudioRenderer::Instance->m_channelTypes[m_type];
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type.m_loopCommands.Add(this);
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return true;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Stuff::Scalar SpatializedCommand::ComputeEnergy(AudioChannel *channel)
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{
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Check_Object(this);
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//
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//----------------------------------------------------------------------------
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// If we haven't been assigned a channel yet, only distance affects our energy
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//----------------------------------------------------------------------------
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//
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Scalar energy = 0.0f;
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if (!channel)
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{
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LinearMatrix4D ear_to_world = AudioRenderer::Instance->GetInterface()->GetLocalToWorld();
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Point3D ear_in_world(ear_to_world);
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Vector3D ear_to_command;
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ear_to_command.Subtract(m_position, ear_in_world);
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m_bearing = ear_to_command;
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Scalar energy = 0.0f;
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if (m_bearing.range >= m_nearClip && m_bearing.range <= m_farClip)
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{
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if (m_bearing.range >= m_minRange)
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{
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if (m_bearing.range >= m_maxRange)
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energy = 1.0f;
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else
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energy = (m_maxRange - m_minRange - m_bearing.range) / (m_maxRange - m_minRange);
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}
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}
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return energy;
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}
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//
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//----------------------------------------------------------------
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// Otherwise, our energy decreases over the lifetime of the sample
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//----------------------------------------------------------------
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//
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SpatializedChannel *spatial = Cast_Object(SpatializedChannel*, channel);
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m_bearing = spatial->m_bearing;
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if (m_bearing.range >= m_nearClip && m_bearing.range <= m_farClip)
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{
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if (m_bearing.range >= m_minRange)
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{
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if (m_bearing.range >= m_maxRange)
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energy = 1.0f;
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else
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energy = (m_maxRange - m_minRange - m_bearing.range) / (m_maxRange - m_minRange);
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}
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}
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AudioSample *sample = spatial->m_sample;
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Check_Object(sample);
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energy *= 1.0f - (static_cast<Scalar>(gos_GetElapsedTime() - channel->m_startTime)/sample->m_sampleInfo.fDuration);
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return energy;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void SpatializedCommand::SetPosition(const Point3D &position)
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{
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Check_Object(this);
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m_position = position;
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if (m_channel)
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{
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SpatializedChannel *channel = Cast_Object(SpatializedChannel*, m_channel);
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channel->SetPosition(position);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void SpatializedCommand::SetVelocity(const Vector3D &velocity)
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{
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Check_Object(this);
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m_velocity = velocity;
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if (m_channel)
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{
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SpatializedChannel *channel = Cast_Object(SpatializedChannel*, m_channel);
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channel->SetVelocity(velocity);
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}
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} |