mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 10:20:26 +01:00
170 lines
4.7 KiB
C++
170 lines
4.7 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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/*
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* Sound Holder.
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*/
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204
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/ModelDestruction";
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class CSoundHolder : CRationalEntity {
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name "SoundHolder";
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thumbnail "Thumbnails\\SoundHolder.tbn";
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features "HasName", "HasDescription", "IsTargetable";
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properties:
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1 CTFileName m_fnSound "Sound" 'S' = CTFILENAME("Sounds\\Default.wav"), // sound
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2 RANGE m_rFallOffRange "Fall-off" 'F' = 100.0f,
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3 RANGE m_rHotSpotRange "Hot-spot" 'H' = 50.0f,
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4 FLOAT m_fVolume "Volume" 'V' = 1.0f,
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6 BOOL m_bLoop "Looping" 'L' = TRUE,
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7 BOOL m_bSurround "Surround" 'R' = FALSE,
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8 BOOL m_bVolumetric "Volumetric" 'O' = TRUE,
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9 CTString m_strName "Name" 'N' = "",
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10 CTString m_strDescription = "",
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11 BOOL m_bAutoStart "Auto start" 'A' = FALSE, // auto start (environment sounds)
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12 INDEX m_iPlayType = 0,
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13 CSoundObject m_soSound, // sound channel
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14 BOOL m_bDestroyable "Destroyable" 'Q' = FALSE,
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{
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CAutoPrecacheSound m_aps;
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}
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components:
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1 model MODEL_MARKER "Models\\Editor\\SoundHolder.mdl",
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2 texture TEXTURE_MARKER "Models\\Editor\\SoundHolder.tex"
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functions:
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void Precache(void)
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{
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m_aps.Precache(m_fnSound);
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}
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// apply mirror and stretch to the entity
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void MirrorAndStretch(FLOAT fStretch, BOOL bMirrorX)
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{
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// stretch its ranges
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m_rFallOffRange*=fStretch;
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m_rHotSpotRange*=fStretch;
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//(void)bMirrorX; // no mirror for sounds
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}
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// returns bytes of memory used by this object
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SLONG GetUsedMemory(void)
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{
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// initial
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SLONG slUsedMemory = sizeof(CSoundHolder) - sizeof(CRationalEntity) + CRationalEntity::GetUsedMemory();
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// add some more
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slUsedMemory += m_strName.Length();
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slUsedMemory += m_strDescription.Length();
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slUsedMemory += m_fnSound.Length();
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slUsedMemory += 1* sizeof(CSoundObject);
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return slUsedMemory;
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}
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procedures:
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Main(EVoid)
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{
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// validate range
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if (m_rHotSpotRange<0.0f) { m_rHotSpotRange = 0.0f; }
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if (m_rFallOffRange<m_rHotSpotRange) { m_rFallOffRange = m_rHotSpotRange; }
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// validate volume
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if (m_fVolume<FLOAT(SL_VOLUME_MIN)) { m_fVolume = FLOAT(SL_VOLUME_MIN); }
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if (m_fVolume>FLOAT(SL_VOLUME_MAX)) { m_fVolume = FLOAT(SL_VOLUME_MAX); }
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// determine play type
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m_iPlayType = SOF_3D;
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if (m_bLoop) { m_iPlayType |= SOF_LOOP; }
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if (m_bSurround) { m_iPlayType |= SOF_SURROUND; }
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if (m_bVolumetric) { m_iPlayType |= SOF_VOLUMETRIC; }
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// init as model
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// set stretch factors - MUST BE DONE BEFORE SETTING MODEL!
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const float SOUND_MINSIZE=1.0f;
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FLOAT fFactor = Log2(m_rFallOffRange)*SOUND_MINSIZE;
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if (fFactor<SOUND_MINSIZE) {
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fFactor=SOUND_MINSIZE;
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}
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GetModelObject()->mo_Stretch = FLOAT3D( fFactor, fFactor, fFactor);
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// set appearance
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SetModel(MODEL_MARKER);
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SetModelMainTexture(TEXTURE_MARKER);
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m_strDescription.PrintF("%s", (CTString&)m_fnSound.FileName());
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// wait for a while to play sound -> Sound Can Be Spawned
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if( _pTimer->CurrentTick()<=0.1f)
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{
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autowait(0.5f);
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}
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wait() {
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// auto play sound
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on (EBegin) : {
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if (m_bAutoStart) {
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m_soSound.Set3DParameters(FLOAT(m_rFallOffRange), FLOAT(m_rHotSpotRange), m_fVolume, 1.0f);
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PlaySound(m_soSound, m_fnSound, m_iPlayType);
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}
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resume;
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}
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// play sound
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on (EStart) : {
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m_soSound.Set3DParameters(FLOAT(m_rFallOffRange), FLOAT(m_rHotSpotRange), m_fVolume, 1.0f);
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PlaySound(m_soSound, m_fnSound, m_iPlayType);
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resume;
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}
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// stop playing sound
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on (EStop) : {
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m_soSound.Stop();
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resume;
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}
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// when someone in range is destroyed
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on (ERangeModelDestruction) : {
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// if range destruction is enabled
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if (m_bDestroyable) {
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// stop playing
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m_soSound.Stop();
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}
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return TRUE;
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}
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on (EEnd) : { stop; }
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}
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// cease to exist
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Destroy();
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return;
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}
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};
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