/* ** a_soundsequence.cpp ** Actors for independantly playing sound sequences in a map. ** **--------------------------------------------------------------------------- ** 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. **--------------------------------------------------------------------------- ** ** A SoundSequence actor has two modes of operation: ** ** 1. If the sound sequence assigned to it has a slot, then a separate ** SoundSequenceSlot actor is spawned (if not already present), and ** this actor's sound sequence is added to its list of choices. This ** actor is then destroyed, never to be heard from again. The sound ** sequence for the slot is automatically played on the new ** SoundSequenceSlot actor, and it should at some point execute the ** randomsequence command so that it can pick one of the other ** sequences to play. The slot sequence should also end with restart ** so that more than one sequence will have a chance to play. ** ** In this mode, it is very much like world $ambient sounds defined ** in SNDINFO but more flexible. ** ** 2. If the sound sequence assigned to it has no slot, then it will play ** the sequence when activated and cease playing the sequence when ** deactivated. ** ** In this mode, it is very much like point $ambient sounds defined ** in SNDINFO but more flexible. ** ** To assign a sound sequence, set the SoundSequence's first argument to ** the ID of the corresponding environment sequence you want to use. If ** that sequence is a multiple-choice sequence, then the second argument ** selects which choice it picks. */ #include #include "actor.h" #include "info.h" #include "s_sound.h" #include "m_random.h" #include "s_sndseq.h" #include "serializer.h" // SoundSequenceSlot -------------------------------------------------------- class ASoundSequenceSlot : public AActor { DECLARE_CLASS (ASoundSequenceSlot, AActor) HAS_OBJECT_POINTERS public: void Serialize(FSerializer &arc); TObjPtr Sequence; }; IMPLEMENT_CLASS(ASoundSequenceSlot, false, true) IMPLEMENT_POINTERS_START(ASoundSequenceSlot) IMPLEMENT_POINTER(Sequence) IMPLEMENT_POINTERS_END //========================================================================== // // ASoundSequenceSlot :: Serialize // //========================================================================== void ASoundSequenceSlot::Serialize(FSerializer &arc) { Super::Serialize (arc); arc("sequence", Sequence); } // SoundSequence ------------------------------------------------------------ class ASoundSequence : public AActor { DECLARE_CLASS (ASoundSequence, AActor) public: void Destroy() override; void PostBeginPlay (); void Activate (AActor *activator); void Deactivate (AActor *activator); void MarkPrecacheSounds () const; }; IMPLEMENT_CLASS(ASoundSequence, false, false) //========================================================================== // // ASoundSequence :: Destroy // //========================================================================== void ASoundSequence::Destroy () { SN_StopSequence (this); Super::Destroy(); } //========================================================================== // // ASoundSequence :: PostBeginPlay // //========================================================================== void ASoundSequence::PostBeginPlay () { FName slot = SN_GetSequenceSlot (args[0], SEQ_ENVIRONMENT); if (slot != NAME_None) { // This is a slotted sound, so add it to the master for that slot ASoundSequenceSlot *master; TThinkerIterator locator; while (NULL != (master = locator.Next ())) { if (master->Sequence->GetSequenceName() == slot) { break; } } if (master == NULL) { master = Spawn (); master->Sequence = SN_StartSequence (master, slot, 0); GC::WriteBarrier(master, master->Sequence); } master->Sequence->AddChoice (args[0], SEQ_ENVIRONMENT); Destroy (); } } //========================================================================== // // ASoundSequence :: MarkPrecacheSounds // //========================================================================== void ASoundSequence::MarkPrecacheSounds() const { Super::MarkPrecacheSounds(); SN_MarkPrecacheSounds(args[0], SEQ_ENVIRONMENT); } //========================================================================== // // ASoundSequence :: Activate // //========================================================================== void ASoundSequence::Activate (AActor *activator) { SN_StartSequence (this, args[0], SEQ_ENVIRONMENT, args[1]); } //========================================================================== // // ASoundSequence :: Deactivate // //========================================================================== void ASoundSequence::Deactivate (AActor *activator) { SN_StopSequence (this); }