/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
/*
===============================================================================
SOUND
===============================================================================
*/
const idEventDef EV_Speaker_On( "On", NULL );
const idEventDef EV_Speaker_Off( "Off", NULL );
const idEventDef EV_Speaker_Timer( "", NULL );
CLASS_DECLARATION( idEntity, idSound )
EVENT( EV_Activate, idSound::Event_Trigger )
EVENT( EV_Speaker_On, idSound::Event_On )
EVENT( EV_Speaker_Off, idSound::Event_Off )
EVENT( EV_Speaker_Timer, idSound::Event_Timer )
END_CLASS
/*
================
idSound::idSound
================
*/
idSound::idSound() {
lastSoundVol = 0.0f;
soundVol = 0.0f;
shakeTranslate.Zero();
shakeRotate.Zero();
random = 0.0f;
wait = 0.0f;
timerOn = false;
playingUntilTime = 0;
}
/*
================
idSound::Save
================
*/
void idSound::Save( idSaveGame *savefile ) const {
savefile->WriteFloat( lastSoundVol );
savefile->WriteFloat( soundVol );
savefile->WriteFloat( random );
savefile->WriteFloat( wait );
savefile->WriteBool( timerOn );
savefile->WriteVec3( shakeTranslate );
savefile->WriteAngles( shakeRotate );
savefile->WriteInt( playingUntilTime );
}
/*
================
idSound::Restore
================
*/
void idSound::Restore( idRestoreGame *savefile ) {
savefile->ReadFloat( lastSoundVol );
savefile->ReadFloat( soundVol );
savefile->ReadFloat( random );
savefile->ReadFloat( wait );
savefile->ReadBool( timerOn );
savefile->ReadVec3( shakeTranslate );
savefile->ReadAngles( shakeRotate );
savefile->ReadInt( playingUntilTime );
}
/*
================
idSound::Spawn
================
*/
void idSound::Spawn() {
spawnArgs.GetVector( "move", "0 0 0", shakeTranslate );
spawnArgs.GetAngles( "rotate", "0 0 0", shakeRotate );
spawnArgs.GetFloat( "random", "0", random );
spawnArgs.GetFloat( "wait", "0", wait );
if ( ( wait > 0.0f ) && ( random >= wait ) ) {
random = wait - 0.001;
gameLocal.Warning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
}
soundVol = 0.0f;
lastSoundVol = 0.0f;
if ( ( shakeRotate != ang_zero ) || ( shakeTranslate != vec3_zero ) ) {
BecomeActive( TH_THINK );
}
if ( !refSound.waitfortrigger && ( wait > 0.0f ) ) {
timerOn = true;
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
} else {
timerOn = false;
}
}
/*
================
idSound::Event_Trigger
this will toggle the idle idSound on and off
================
*/
void idSound::Event_Trigger( idEntity *activator ) {
if ( wait > 0.0f ) {
if ( timerOn ) {
timerOn = false;
CancelEvents( &EV_Speaker_Timer );
} else {
timerOn = true;
DoSound( true );
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
}
} else {
if ( common->IsMultiplayer() ) {
if ( refSound.referenceSound && ( gameLocal.time < playingUntilTime ) ) {
DoSound( false );
} else {
DoSound( true );
}
} else {
if ( refSound.referenceSound && refSound.referenceSound->CurrentlyPlaying() ) {
DoSound( false );
} else {
DoSound( true );
}
}
}
}
/*
================
idSound::Event_Timer
================
*/
void idSound::Event_Timer() {
DoSound( true );
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
}
/*
================
idSound::Think
================
*/
void idSound::Think() {
idAngles ang;
// run physics
RunPhysics();
// clear out our update visuals think flag since we never call Present
BecomeInactive( TH_UPDATEVISUALS );
}
/*
===============
idSound::UpdateChangableSpawnArgs
===============
*/
void idSound::UpdateChangeableSpawnArgs( const idDict *source ) {
idEntity::UpdateChangeableSpawnArgs( source );
if ( source ) {
FreeSoundEmitter( true );
spawnArgs.Copy( *source );
idSoundEmitter *saveRef = refSound.referenceSound;
gameEdit->ParseSpawnArgsToRefSound( &spawnArgs, &refSound );
refSound.referenceSound = saveRef;
idVec3 origin;
idMat3 axis;
if ( GetPhysicsToSoundTransform( origin, axis ) ) {
refSound.origin = GetPhysics()->GetOrigin() + origin * axis;
} else {
refSound.origin = GetPhysics()->GetOrigin();
}
spawnArgs.GetFloat( "random", "0", random );
spawnArgs.GetFloat( "wait", "0", wait );
if ( ( wait > 0.0f ) && ( random >= wait ) ) {
random = wait - 0.001;
gameLocal.Warning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
}
if ( !refSound.waitfortrigger && ( wait > 0.0f ) ) {
timerOn = true;
DoSound( false );
CancelEvents( &EV_Speaker_Timer );
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
} else if ( !refSound.waitfortrigger && !(refSound.referenceSound && refSound.referenceSound->CurrentlyPlaying() ) ) {
// start it if it isn't already playing, and we aren't waitForTrigger
DoSound( true );
timerOn = false;
}
}
}
/*
===============
idSound::SetSound
===============
*/
void idSound::SetSound( const char *sound, int channel ) {
const idSoundShader *shader = declManager->FindSound( sound );
if ( shader != refSound.shader ) {
FreeSoundEmitter( true );
}
gameEdit->ParseSpawnArgsToRefSound(&spawnArgs, &refSound);
refSound.shader = shader;
// start it if it isn't already playing, and we aren't waitForTrigger
if ( !refSound.waitfortrigger && !(refSound.referenceSound && refSound.referenceSound->CurrentlyPlaying() ) ) {
DoSound( true );
}
}
/*
================
idSound::DoSound
================
*/
void idSound::DoSound( bool play ) {
if ( play ) {
StartSoundShader( refSound.shader, SND_CHANNEL_ANY, refSound.parms.soundShaderFlags, true, &playingUntilTime );
playingUntilTime += gameLocal.time;
} else {
StopSound( SND_CHANNEL_ANY, true );
playingUntilTime = 0;
}
}
/*
================
idSound::Event_On
================
*/
void idSound::Event_On() {
if ( wait > 0.0f ) {
timerOn = true;
PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
}
DoSound( true );
}
/*
================
idSound::Event_Off
================
*/
void idSound::Event_Off() {
if ( timerOn ) {
timerOn = false;
CancelEvents( &EV_Speaker_Timer );
}
DoSound( false );
}
/*
===============
idSound::ShowEditingDialog
===============
*/
void idSound::ShowEditingDialog() {
}