/* ** a_soundenvironment.cpp ** Actor that controls the reverb settings in its zone ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "info.h" #include "r_defs.h" #include "s_sound.h" #include "r_state.h" class ASoundEnvironment : public AActor { DECLARE_CLASS (ASoundEnvironment, AActor) public: void PostBeginPlay (); void Deactivate (AActor *activator); void Activate (AActor *deactivator); }; IMPLEMENT_CLASS(ASoundEnvironment, false, false) void ASoundEnvironment::PostBeginPlay () { Super::PostBeginPlay (); if (!(flags2 & MF2_DORMANT)) { CallActivate (this); } } void ASoundEnvironment::Activate (AActor *activator) { Zones[Sector->ZoneNumber].Environment = S_FindEnvironment ((args[0]<<8) | (args[1])); } // Deactivate just exists so that you can flag the thing as dormant in an editor // and not have it take effect. This is so you can use multiple environments in // a single zone, with only one set not-dormant, so you know which one will take // effect at the start. void ASoundEnvironment::Deactivate (AActor *deactivator) { flags2 |= MF2_DORMANT; }