etqw-sdk/source/game/vehicles/SoundControl.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __GAME_VEHICLES_SOUNDCONTROL_H__
#define __GAME_VEHICLES_SOUNDCONTROL_H__
class sdVehicleSoundControlBase {
public:
sdVehicleSoundControlBase( void ) { owner = NULL; }
virtual ~sdVehicleSoundControlBase( void ) { ; }
virtual void OnPlayerEntered( idPlayer* player, int position, int oldPosition ) { }
virtual void OnPlayerExited( idPlayer* player, int position ) { }
virtual void OnSurfaceTypeChanged( const sdDeclSurfaceType* surfaceType ) { }
virtual void OnEMPStateChanged( void ) { }
virtual void OnWeaponEMPStateChanged( void ) { }
virtual void Init( sdTransport* transport );
virtual void Update( void ) = 0;
static void Startup( void );
static void Shutdown( void );
static sdVehicleSoundControlBase* Alloc( const char* name );
bool InWater( void ) const;
bool Submerged( void ) const;
protected:
sdTransport* owner;
typedef sdFactory< sdVehicleSoundControlBase > soundControlFactory_t;
static soundControlFactory_t s_factory;
};
class sdVehicleSoundControl_Simple : public sdVehicleSoundControlBase {
public:
sdVehicleSoundControl_Simple() {
simpleSoundFlags.playingHornSound = false;
simpleSoundFlags.playingCockpitSound = false;
}
struct soundParms_t {
bool inWater : 1;
bool submerged : 1;
float speedKPH;
float absSpeedKPH;
float newSoundLevel;
float newSoundPitch;
};
void CalcSoundParms( soundParms_t& parms ) const;
virtual void Init( sdTransport* transport );
virtual void OnSurfaceTypeChanged( const sdDeclSurfaceType* surfaceType );
virtual void StartCockpitSound( void );
virtual void StopCockpitSound( void );
virtual void StartHornSound( void );
virtual void StopHornSound( void );
virtual void StopOffRoadSound( void ) { }
virtual void OnEMPStateChanged( void );
virtual void OnWeaponEMPStateChanged( void );
protected:
float lowPitch;
float highPitch;
float lowSpeed;
float highSpeed;
float maxSoundLevel;
float maxHornWaterLevel;
idStr groundSurfaceType;
bool groundIsOffRoad;
struct simpleSoundFlags_t {
bool playingHornSound : 1;
bool playingCockpitSound : 1;
};
simpleSoundFlags_t simpleSoundFlags;
};
class sdVehicleSoundControl_CrossFade : public sdVehicleSoundControl_Simple {
public:
struct soundParmsAdvanced_t {
soundParms_t simple;
float idleVolume; // volume of the idle sound
float driveVolume; // volume of the driving sound
float accelVolume; // volume of the acceleration sound
float accelPitch; // pitch of the acceleration sound
};
void CalcSoundParmsAdvanced( soundParmsAdvanced_t& parms );
virtual void Init( sdTransport* transport );
protected:
void StartEngineSounds();
void StopEngineSounds();
void UpdateEngineSounds( soundParmsAdvanced_t& parms );
float engineSpeed;
float lastVolumeIncreaseValue;
int soundKillTime;
// tuning
float accelSpoolTime;
float decelSpoolTime;
float idleMinSpeed;
float idleMaxSpeed;
float idleMinVol;
float idleMaxVol;
float idlePower;
float idleFadeTime;
float driveMinSpeed;
float driveMaxSpeed;
float driveMinVol;
float driveMaxVol;
float drivePower;
float driveFadeTime;
float accelPitchMultiplier;
float accelPitchOffset;
float accelMinSpeed;
float accelMidSpeed;
float accelMaxSpeed;
float accelMinVol;
float accelMidVol;
float accelMaxVol;
float accelPowerLow;
float accelPowerHigh;
float accelFadeTime;
float accelYawVolume;
float accelYawVolumeMultiplier;
float accelYawPitch;
float accelYawPitchMultiplier;
};
class sdVehicleSoundControl_Wheeled : public sdVehicleSoundControl_CrossFade {
public:
sdVehicleSoundControl_Wheeled( void );
virtual void Update( void );
virtual void OnPlayerEntered( idPlayer* player, int position, int oldPosition );
virtual void OnPlayerExited( idPlayer* player, int position );
virtual void OnSurfaceTypeChanged( const sdDeclSurfaceType* surfaceType );
virtual void OnEMPStateChanged( void );
virtual void OnWeaponEMPStateChanged( void );
virtual void Init( sdTransport* transport );
virtual void StartOffRoadSound( bool force );
virtual void StopOffRoadSound( void );
virtual void EnterWater( float absSpeedKPH );
virtual void ExitWater( float absSpeedKPH );
virtual void FadeSkidSoundIn( float volume );
virtual void FadeSkidSoundOut( void );
virtual void StartSkidSound( bool force );
virtual void StopSkidSound( void );
virtual void StartDriveSound( void );
virtual void StopDriveSound( void );
protected:
struct soundFlags_t {
bool playingOffRoadSound : 1;
bool skidSoundFadedOut : 1;
bool playingSkidSound : 1;
bool inWater : 1;
bool playingDriveSound : 1;
};
soundFlags_t soundFlags;
};
class sdVehicleSoundControl_Tracked : public sdVehicleSoundControl_CrossFade {
public:
sdVehicleSoundControl_Tracked( void );
virtual void Update( void );
virtual void OnPlayerEntered( idPlayer* player, int position, int oldPosition );
virtual void OnPlayerExited( idPlayer* player, int position );
virtual void OnSurfaceTypeChanged( const sdDeclSurfaceType* surfaceType );
virtual void OnEMPStateChanged( void );
virtual void OnWeaponEMPStateChanged( void );
virtual void Init( sdTransport* transport );
virtual void StartOffRoadSound( void );
virtual void StopOffRoadSound( void );
virtual void EnterWater( float absSpeedKPH );
virtual void ExitWater( float absSpeedKPH );
virtual void StartDriveSound( void );
virtual void StopDriveSound( void );
protected:
struct soundFlags_t {
bool playingOffRoadSound : 1;
bool playingDriveSound : 1;
bool inWater : 1;
};
soundFlags_t soundFlags;
int nextRevSoundTime;
};
class sdVehicleSoundControl_Helicopter : public sdVehicleSoundControl_Simple {
public:
sdVehicleSoundControl_Helicopter( void );
virtual void Update( void );
virtual void OnPlayerEntered( idPlayer* player, int position, int oldPosition );
virtual void OnPlayerExited( idPlayer* player, int position );
virtual void OnSurfaceTypeChanged( const sdDeclSurfaceType* surfaceType );
virtual void OnEMPStateChanged( void );
virtual void OnWeaponEMPStateChanged( void );
virtual void Init( sdTransport* transport );
virtual void StartTurbineSound( void );
virtual void StopTurbineSound( void );
virtual void StartRotorSound( void );
virtual void StopRotorSound( void );
virtual void StartThrottleSound( void );
virtual void StopThrottleSound( void );
virtual void FadeTailRotorIn( void );
virtual void FadeTailRotorOut( void );
virtual void EnterWater( void );
virtual void ExitWater( void );
protected:
struct soundFlags_t {
bool playingRotorSound : 1;
bool playingTurbineSound : 1;
bool playingThrottleSound : 1;
bool playingTailRotorSound : 1;
bool inWater : 1;
};
soundFlags_t soundFlags;
};
class sdJetPack;
class sdVehicleSoundControl_JetPack : public sdVehicleSoundControlBase {
public:
sdVehicleSoundControl_JetPack( void );
virtual void Update( void );
virtual void OnPlayerEntered( idPlayer* player, int position, int oldPosition );
virtual void OnPlayerExited( idPlayer* player, int position );
virtual void OnSurfaceTypeChanged( const sdDeclSurfaceType* surfaceType );
virtual void OnEMPStateChanged( void );
virtual void OnWeaponEMPStateChanged( void );
virtual void Init( sdTransport* transport );
virtual void StartIdleSound( void );
virtual void StopIdleSound( void );
virtual void StartJetSound( void );
virtual void StopJetSound( void );
protected:
struct soundFlags_t {
bool playingJetSound : 1;
bool playingIdleSound : 1;
};
soundFlags_t soundFlags;
int nextJetStartSoundTime;
float soundSpeedMultiplier;
float soundSpeedOffset;
float soundPitchMax;
float soundRampRate;
float lastSoundPitch;
sdJetPack* jetPack;
};
class sdVehicleSoundControl_SpeedBoat : public sdVehicleSoundControl_CrossFade {
public:
sdVehicleSoundControl_SpeedBoat( void );
virtual void Update( void );
virtual void OnPlayerEntered( idPlayer* player, int position, int oldPosition );
virtual void OnPlayerExited( idPlayer* player, int position );
virtual void OnSurfaceTypeChanged( const sdDeclSurfaceType* surfaceType );
virtual void OnEMPStateChanged( void );
virtual void OnWeaponEMPStateChanged( void );
virtual void Init( sdTransport* transport );
virtual void StartDriveSound( void );
virtual void StopDriveSound( void );
virtual void EnterWater( void );
virtual void ExitWater( void );
protected:
struct soundFlags_t {
bool playingDriveSound : 1;
bool inWater : 1;
};
soundFlags_t soundFlags;
};
#endif // __GAME_VEHICLES_SOUNDCONTROL_H__