mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 06:51:22 +00:00
352 lines
7.9 KiB
C++
352 lines
7.9 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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/*
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===============================================================================
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SOUND
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===============================================================================
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*/
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const idEventDef EV_Speaker_On( "On", NULL );
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const idEventDef EV_Speaker_Off( "Off", NULL );
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const idEventDef EV_Speaker_Timer( "<timer>", NULL );
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CLASS_DECLARATION( idEntity, idSound )
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EVENT( EV_Activate, idSound::Event_Trigger )
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EVENT( EV_Speaker_On, idSound::Event_On )
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EVENT( EV_Speaker_Off, idSound::Event_Off )
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EVENT( EV_Speaker_Timer, idSound::Event_Timer )
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END_CLASS
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/*
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================
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idSound::idSound
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================
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*/
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idSound::idSound()
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{
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lastSoundVol = 0.0f;
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soundVol = 0.0f;
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shakeTranslate.Zero();
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shakeRotate.Zero();
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random = 0.0f;
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wait = 0.0f;
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timerOn = false;
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playingUntilTime = 0;
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}
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/*
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================
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idSound::Save
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================
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*/
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void idSound::Save( idSaveGame* savefile ) const
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{
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savefile->WriteFloat( lastSoundVol );
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savefile->WriteFloat( soundVol );
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savefile->WriteFloat( random );
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savefile->WriteFloat( wait );
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savefile->WriteBool( timerOn );
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savefile->WriteVec3( shakeTranslate );
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savefile->WriteAngles( shakeRotate );
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savefile->WriteInt( playingUntilTime );
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}
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/*
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================
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idSound::Restore
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================
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*/
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void idSound::Restore( idRestoreGame* savefile )
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{
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savefile->ReadFloat( lastSoundVol );
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savefile->ReadFloat( soundVol );
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savefile->ReadFloat( random );
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savefile->ReadFloat( wait );
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savefile->ReadBool( timerOn );
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savefile->ReadVec3( shakeTranslate );
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savefile->ReadAngles( shakeRotate );
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savefile->ReadInt( playingUntilTime );
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}
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/*
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================
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idSound::Spawn
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================
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*/
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void idSound::Spawn()
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{
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spawnArgs.GetVector( "move", "0 0 0", shakeTranslate );
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spawnArgs.GetAngles( "rotate", "0 0 0", shakeRotate );
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spawnArgs.GetFloat( "random", "0", random );
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spawnArgs.GetFloat( "wait", "0", wait );
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if( ( wait > 0.0f ) && ( random >= wait ) )
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{
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random = wait - 0.001;
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gameLocal.Warning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString( 0 ) );
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}
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soundVol = 0.0f;
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lastSoundVol = 0.0f;
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if( ( shakeRotate != ang_zero ) || ( shakeTranslate != vec3_zero ) )
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{
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BecomeActive( TH_THINK );
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}
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if( !refSound.waitfortrigger && ( wait > 0.0f ) )
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{
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timerOn = true;
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PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
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}
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else
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{
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timerOn = false;
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}
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}
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/*
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================
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idSound::Event_Trigger
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this will toggle the idle idSound on and off
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================
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*/
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void idSound::Event_Trigger( idEntity* activator )
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{
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if( wait > 0.0f )
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{
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if( timerOn )
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{
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timerOn = false;
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CancelEvents( &EV_Speaker_Timer );
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}
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else
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{
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timerOn = true;
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DoSound( true );
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PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
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}
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}
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else
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{
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if( common->IsMultiplayer() )
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{
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if( refSound.referenceSound && ( gameLocal.time < playingUntilTime ) )
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{
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DoSound( false );
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}
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else
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{
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DoSound( true );
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}
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}
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else
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{
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if( refSound.referenceSound && refSound.referenceSound->CurrentlyPlaying() )
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{
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DoSound( false );
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}
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else
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{
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DoSound( true );
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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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idSound::Event_Timer
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================
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*/
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void idSound::Event_Timer()
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{
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DoSound( true );
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PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
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}
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/*
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================
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idSound::Think
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================
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*/
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void idSound::Think()
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{
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idAngles ang;
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// run physics
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RunPhysics();
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// clear out our update visuals think flag since we never call Present
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BecomeInactive( TH_UPDATEVISUALS );
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}
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/*
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===============
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idSound::UpdateChangableSpawnArgs
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===============
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*/
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void idSound::UpdateChangeableSpawnArgs( const idDict* source )
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{
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idEntity::UpdateChangeableSpawnArgs( source );
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if( source )
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{
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FreeSoundEmitter( true );
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spawnArgs.Copy( *source );
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idSoundEmitter* saveRef = refSound.referenceSound;
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gameEdit->ParseSpawnArgsToRefSound( &spawnArgs, &refSound );
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refSound.referenceSound = saveRef;
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idVec3 origin;
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idMat3 axis;
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if( GetPhysicsToSoundTransform( origin, axis ) )
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{
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refSound.origin = GetPhysics()->GetOrigin() + origin * axis;
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}
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else
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{
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refSound.origin = GetPhysics()->GetOrigin();
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}
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spawnArgs.GetFloat( "random", "0", random );
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spawnArgs.GetFloat( "wait", "0", wait );
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if( ( wait > 0.0f ) && ( random >= wait ) )
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{
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random = wait - 0.001;
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gameLocal.Warning( "speaker '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString( 0 ) );
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}
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if( !refSound.waitfortrigger && ( wait > 0.0f ) )
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{
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timerOn = true;
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DoSound( false );
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CancelEvents( &EV_Speaker_Timer );
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PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
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}
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else if( !refSound.waitfortrigger && !( refSound.referenceSound && refSound.referenceSound->CurrentlyPlaying() ) )
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{
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// start it if it isn't already playing, and we aren't waitForTrigger
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DoSound( true );
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timerOn = false;
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}
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}
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}
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/*
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===============
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idSound::SetSound
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===============
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*/
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void idSound::SetSound( const char* sound, int channel )
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{
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const idSoundShader* shader = declManager->FindSound( sound );
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if( shader != refSound.shader )
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{
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FreeSoundEmitter( true );
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}
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gameEdit->ParseSpawnArgsToRefSound( &spawnArgs, &refSound );
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refSound.shader = shader;
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// start it if it isn't already playing, and we aren't waitForTrigger
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if( !refSound.waitfortrigger && !( refSound.referenceSound && refSound.referenceSound->CurrentlyPlaying() ) )
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{
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DoSound( true );
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}
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}
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/*
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================
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idSound::DoSound
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================
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*/
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void idSound::DoSound( bool play )
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{
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if( play )
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{
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StartSoundShader( refSound.shader, SND_CHANNEL_ANY, refSound.parms.soundShaderFlags, true, &playingUntilTime );
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playingUntilTime += gameLocal.time;
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}
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else
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{
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StopSound( SND_CHANNEL_ANY, true );
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playingUntilTime = 0;
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}
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}
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/*
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================
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idSound::Event_On
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================
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*/
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void idSound::Event_On()
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{
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if( wait > 0.0f )
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{
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timerOn = true;
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PostEventSec( &EV_Speaker_Timer, wait + gameLocal.random.CRandomFloat() * random );
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}
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DoSound( true );
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}
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/*
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================
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idSound::Event_Off
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================
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*/
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void idSound::Event_Off()
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{
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if( timerOn )
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{
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timerOn = false;
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CancelEvents( &EV_Speaker_Timer );
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}
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DoSound( false );
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}
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/*
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===============
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idSound::ShowEditingDialog
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===============
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*/
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void idSound::ShowEditingDialog()
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{
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}
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