/* =========================================================================== 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 "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() { }