Format changes with clang-format

This commit is contained in:
asarium committed 2018-07-16 10:21:52 +02:00
1 parent ad54f588bb
commit 2ded9aa35d
36 files changed
+209 -207

No files matched your search

+6 -6
View File
@@ -1420,7 +1420,7 @@ void hud_update_frame(float /*frametime*/)
}
if (Player_ai->target_objnum == -1) {
if ( Target_static_looping.isValid() ) {
if (Target_static_looping.isValid()) {
snd_stop(Target_static_looping);
}
return;
@@ -1810,7 +1810,7 @@ void hud_render_gauges(int cockpit_display_num)
*/
void hud_stop_looped_engine_sounds()
{
if ( Player_engine_snd_loop.isValid() ) {
if (Player_engine_snd_loop.isValid()) {
snd_stop(Player_engine_snd_loop);
Player_engine_snd_loop = sound_handle::invalid();
}
@@ -1831,7 +1831,7 @@ void update_throttle_sound()
float percent_throttle;
if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
if(Player_engine_snd_loop.isValid()){
if (Player_engine_snd_loop.isValid()) {
snd_stop(Player_engine_snd_loop);
Player_engine_snd_loop = sound_handle::invalid();
}
@@ -1851,16 +1851,16 @@ void update_throttle_sound()
percent_throttle = Player_obj->phys_info.fspeed / Ships[Player_obj->instance].current_max_speed;
}
if ( percent_throttle != last_percent_throttle || !Player_engine_snd_loop.isValid() ) {
if (percent_throttle != last_percent_throttle || !Player_engine_snd_loop.isValid()) {
if ( percent_throttle < ZERO_PERCENT ) {
if ( Player_engine_snd_loop.isValid() ) {
if (Player_engine_snd_loop.isValid()) {
snd_stop(Player_engine_snd_loop); // Backslash - otherwise, long engine loops keep playing
Player_engine_snd_loop = sound_handle::invalid();
}
}
else {
if ( !Player_engine_snd_loop.isValid() ){
if (!Player_engine_snd_loop.isValid()) {
Player_engine_snd_loop = snd_play_looping( gamesnd_get_game_sound(ship_get_sound(Player_obj, GameSounds::ENGINE)), 0.0f , -1, -1, percent_throttle * ENGINE_MAX_VOL, FALSE);
} else {
// The sound may have been trashed at the low-level if sound channel overflow.
+6 -6
View File
@@ -37,7 +37,7 @@ vec3d lock_world_pos;
static float Lock_start_dist;
sound_handle Missile_track_loop = sound_handle::invalid();
sound_handle Missile_lock_loop = sound_handle::invalid();
sound_handle Missile_lock_loop = sound_handle::invalid();
int Lock_target_box_width[GR_NUM_RESOLUTIONS] = {
19,
@@ -606,7 +606,7 @@ void hud_do_lock_indicator(float frametime)
return;
if (Player_ai->current_target_is_locked) {
if ( Missile_track_loop.isValid() ) {
if (Missile_track_loop.isValid()) {
snd_stop(Missile_track_loop);
Missile_track_loop = sound_handle::invalid();
@@ -622,7 +622,7 @@ void hud_do_lock_indicator(float frametime)
}
else {
Player_ai->ai_flags.set(AI::AI_Flags::Seek_lock); // set this flag so multiplayer's properly track lock on other ships
if ( Missile_lock_loop.isValid() && snd_is_playing(Missile_lock_loop) ) {
if (Missile_lock_loop.isValid() && snd_is_playing(Missile_lock_loop)) {
snd_stop(Missile_lock_loop);
Missile_lock_loop = sound_handle::invalid();
}
@@ -840,7 +840,7 @@ void hud_calculate_lock_position(float frametime)
accumulated_y_pixels -= int_portion;
}
if ( !Missile_track_loop.isValid() ) {
if (!Missile_track_loop.isValid()) {
if (wip->hud_tracking_snd.isValid())
{
Missile_track_loop = snd_play_looping( gamesnd_get_game_sound(wip->hud_tracking_snd), 0.0f , -1, -1);
@@ -863,7 +863,7 @@ void hud_calculate_lock_position(float frametime)
} else {
if ( Missile_track_loop.isValid() ) {
if (Missile_track_loop.isValid()) {
snd_stop(Missile_track_loop);
Missile_track_loop = sound_handle::invalid();
}
@@ -977,7 +977,7 @@ void hud_calculate_lock_start_pos()
// hud_stop_looped_locking_sounds() will terminate any hud related looping sounds that are playing
void hud_stop_looped_locking_sounds()
{
if ( Missile_track_loop.isValid() ) {
if (Missile_track_loop.isValid()) {
snd_stop(Missile_track_loop);
Missile_track_loop = sound_handle::invalid();
}
+3 -3
View File
@@ -438,7 +438,7 @@ weapon_flash Weapon_flash_info;
// Data used for the proximity warning
typedef struct homing_beep_info
{
sound_handle snd_handle; // sound handle for last played beep
sound_handle snd_handle; // sound handle for last played beep
fix last_time_played; // time beep was last played
int min_cycle_time; // time (in ms) for fastest cycling of the sound
int max_cycle_time; // time (in ms) for slowest cycling of the sound
@@ -447,7 +447,7 @@ typedef struct homing_beep_info
float precalced_interp; // a precalculated value used in a linear interpretation
} homing_beep_info;
homing_beep_info Homing_beep = { sound_handle::invalid(), 0, 150, 1000, 30.0f, 1500.0f, 1.729412f };
homing_beep_info Homing_beep = {sound_handle::invalid(), 0, 150, 1000, 30.0f, 1500.0f, 1.729412f};
// Set at the start of a mission, used to decide how to draw the separation for the warning missile indicators
float Min_warning_missile_dist;
@@ -1010,7 +1010,7 @@ void hud_weapons_init()
// init data used to play the homing "proximity warning" sound
void hud_init_homing_beep()
{
Homing_beep.snd_handle = sound_handle::invalid();
Homing_beep.snd_handle = sound_handle::invalid();
Homing_beep.last_time_played = 0;
Homing_beep.precalced_interp = (Homing_beep.max_cycle_dist-Homing_beep.min_cycle_dist) / (Homing_beep.max_cycle_time - Homing_beep.min_cycle_time );
}
+2 -2
View File
@@ -2222,11 +2222,11 @@ void hud_update_target_static()
}
if ( Target_static_playing ) {
if ( !Target_static_looping.isValid() ) {
if (!Target_static_looping.isValid()) {
Target_static_looping = snd_play_looping(gamesnd_get_game_sound(GameSounds::STATIC));
}
} else {
if ( Target_static_looping.isValid() ) {
if (Target_static_looping.isValid()) {
snd_stop(Target_static_looping);
Target_static_looping = sound_handle::invalid();
}
+4 -4
View File
@@ -607,7 +607,7 @@ void main_hall_init(const SCP_string &main_hall_name)
// initialize the random intercom sound stuff
Main_hall_next_intercom_sound = 0;
Main_hall_next_intercom_sound_stamp = -1;
Main_hall_intercom_sound_handle = sound_handle::invalid();
Main_hall_intercom_sound_handle = sound_handle::invalid();
// set the placement of the mouse cursor (start at the ready room)
Main_hall_mouse_region = -1;
@@ -1061,7 +1061,7 @@ void main_hall_close()
// stop any playing door sounds
for (idx = 0; idx < Main_hall->num_door_animations-2; idx++) {
if ( (Main_hall_door_sound_handles.at(idx).isValid()) && snd_is_playing(Main_hall_door_sound_handles.at(idx)) ) {
if ((Main_hall_door_sound_handles.at(idx).isValid()) && snd_is_playing(Main_hall_door_sound_handles.at(idx))) {
snd_stop(Main_hall_door_sound_handles.at(idx));
Main_hall_door_sound_handles.at(idx) = sound_handle::invalid();
}
@@ -1508,7 +1508,7 @@ void main_hall_cull_door_sounds()
// basically just set the handle of any finished sound to be -1, so that we know its free any where else in the code we may need it
Assert(Main_hall_door_sound_handles.size() < INT_MAX);
for (idx = 0; idx < (int)Main_hall_door_sound_handles.size(); idx++) {
if ( (Main_hall_door_sound_handles.at(idx).isValid()) && !snd_is_playing(Main_hall_door_sound_handles.at(idx)) ) {
if ((Main_hall_door_sound_handles.at(idx).isValid()) && !snd_is_playing(Main_hall_door_sound_handles.at(idx))) {
Main_hall_door_sound_handles.at(idx) = sound_handle::invalid();
}
}
@@ -1526,7 +1526,7 @@ void main_hall_handle_random_intercom_sounds()
}
// if we have no timestamp for the next random sound, then set on
if ( (Main_hall_next_intercom_sound_stamp == -1) && (!Main_hall_intercom_sound_handle.isValid()) ) {
if ((Main_hall_next_intercom_sound_stamp == -1) && (!Main_hall_intercom_sound_handle.isValid())) {
Main_hall_next_intercom_sound_stamp = timestamp((int)((rand() * RAND_MAX_1f) *
(float)(Main_hall->intercom_delay.at(Main_hall_next_intercom_sound).at(1)
- Main_hall->intercom_delay.at(Main_hall_next_intercom_sound).at(0))) );
+2 -2
View File
@@ -467,7 +467,7 @@ void options_play_voice_clip()
{
if ( snd_is_playing(Voice_vol_handle) ) {
snd_stop(Voice_vol_handle);
Voice_vol_handle=sound_handle::invalid();
Voice_vol_handle = sound_handle::invalid();
}
auto gs = gamesnd_get_interface_sound(InterfaceSounds::VOICE_SLIDER_CLIP);
auto entry = gamesnd_choose_entry(gs);
@@ -1045,7 +1045,7 @@ void options_menu_close()
}
}
if ( Voice_vol_handle.isValid() ) {
if (Voice_vol_handle.isValid()) {
snd_stop(Voice_vol_handle);
Voice_vol_handle = sound_handle::invalid();
}
+3 -3
View File
@@ -1710,7 +1710,7 @@ void options_multi_disable_vox_controls()
// unset the sound buffer size so we don't display any waveforms
Om_vox_voice_buffer_size = -1;
Om_vox_voice_comp_size = -1;
Om_vox_playback_handle = sound_handle::invalid();
Om_vox_playback_handle = sound_handle::invalid();
Om_vox_test_status = OM_VOX_TEST_NONE;
// disable the player list select button
@@ -1739,7 +1739,7 @@ void options_multi_enable_vox_controls()
// unset the sound buffer size so we don't display any waveforms
Om_vox_voice_buffer_size = -1;
Om_vox_voice_comp_size = -1;
Om_vox_playback_handle = sound_handle::invalid();
Om_vox_playback_handle = sound_handle::invalid();
Om_vox_test_status = OM_VOX_TEST_NONE;
// select the first player on the list
@@ -1851,7 +1851,7 @@ void options_multi_vox_do()
case OM_VOX_TEST_PLAYBACK:
// if we were playing a sound back, but now the sound is done
if ( (Om_vox_playback_handle.isValid()) && !ds_is_channel_playing(ds_get_channel(Om_vox_playback_handle)) ) {
if ((Om_vox_playback_handle.isValid()) && !ds_is_channel_playing(ds_get_channel(Om_vox_playback_handle))) {
// flush all playing sounds safely
rtvoice_stop_playback_all();
+2 -2
View File
@@ -198,7 +198,7 @@ static int Max_briefing_line_len;
static int Voice_started_time;
static int Voice_ended_time;
static sound_handle Brief_text_wipe_snd; // sound handle of sound effect for text wipe
static sound_handle Brief_text_wipe_snd; // sound handle of sound effect for text wipe
static int Play_brief_voice;
// animation stuff
@@ -970,7 +970,7 @@ void brief_render_icon(int stage_num, int icon_num, float frametime, int selecte
hud_anim_render(ha, frametime, 1, 0, 1, 0, GR_RESIZE_MENU, mirror_icon);
if ( !Brief_stage_highlight_sound_handle.isValid() ) {
if (!Brief_stage_highlight_sound_handle.isValid()) {
if ( !Fred_running) {
Brief_stage_highlight_sound_handle = snd_play(gamesnd_get_interface_sound(InterfaceSounds::ICON_HIGHLIGHT));
}
+10 -8
View File
@@ -720,7 +720,7 @@ void messages_init()
Playing_messages[i].anim_data = NULL;
Playing_messages[i].start_frame = -1;
Playing_messages[i].play_anim = false;
Playing_messages[i].wave = sound_handle::invalid();
Playing_messages[i].wave = sound_handle::invalid();
Playing_messages[i].id = -1;
Playing_messages[i].priority = -1;
Playing_messages[i].shipnum = -1;
@@ -844,7 +844,7 @@ void message_kill_all( int kill_all )
}
if ( kill_all ) {
if ( (Playing_messages[i].wave.isValid() ) && snd_is_playing(Playing_messages[i].wave) ){
if ((Playing_messages[i].wave.isValid()) && snd_is_playing(Playing_messages[i].wave)) {
snd_stop( Playing_messages[i].wave );
}
@@ -872,7 +872,7 @@ void message_kill_playing( int message_num )
Playing_messages[message_num].play_anim = false;
}
if ( (Playing_messages[message_num].wave.isValid() ) && snd_is_playing(Playing_messages[message_num].wave) )
if ((Playing_messages[message_num].wave.isValid()) && snd_is_playing(Playing_messages[message_num].wave))
snd_stop( Playing_messages[message_num].wave );
Playing_messages[message_num].shipnum = -1;
@@ -1311,7 +1311,7 @@ void message_queue_process()
wave_done = 1;
// if ( (Playing_messages[i].wave != -1) && snd_is_playing(Playing_messages[i].wave) )
if ( (Playing_messages[i].wave.isValid()) && (snd_time_remaining(Playing_messages[i].wave) > 250) )
if ((Playing_messages[i].wave.isValid()) && (snd_time_remaining(Playing_messages[i].wave) > 250))
wave_done = 0;
// Goober5000
@@ -1319,7 +1319,7 @@ void message_queue_process()
wave_done = 0;
// AL 1-20-98: If voice message is done, kill the animation early
if ( (Playing_messages[i].wave.isValid()) && wave_done ) {
if ((Playing_messages[i].wave.isValid()) && wave_done) {
/*if ( !ani_done ) {
anim_stop_playing( Playing_messages[i].anim );
}*/
@@ -1358,7 +1358,9 @@ void message_queue_process()
// if both ani and wave are done, mark internal variable so we can do next message on queue, and
// global variable to clear voice brackets on hud
if ( wave_done && ani_done && ( timestamp_elapsed(Message_expire) || (Playing_messages[i].wave.isValid()) || (Playing_messages[i].shipnum == -1) ) ) {
if (wave_done && ani_done &&
(timestamp_elapsed(Message_expire) || (Playing_messages[i].wave.isValid()) ||
(Playing_messages[i].shipnum == -1))) {
nprintf(("messaging", "Message %d is done playing\n", i));
Message_shipnum = -1;
Num_messages_playing--;
@@ -1520,7 +1522,7 @@ void message_queue_process()
// set up module globals for this message
m = &Messages[q->message_num];
Playing_messages[Num_messages_playing].anim_data = NULL;
Playing_messages[Num_messages_playing].wave = sound_handle::invalid();
Playing_messages[Num_messages_playing].wave = sound_handle::invalid();
Playing_messages[Num_messages_playing].id = q->message_num;
Playing_messages[Num_messages_playing].priority = q->priority;
Playing_messages[Num_messages_playing].shipnum = Message_shipnum;
@@ -1567,7 +1569,7 @@ void message_queue_process()
#ifndef NDEBUG
// debug only -- if the message is a builtin message, put in parens whether or not the voice played
if ( Sound_enabled && !Playing_messages[Num_messages_playing].wave.isValid() ) {
if (Sound_enabled && !Playing_messages[Num_messages_playing].wave.isValid()) {
strcat_s( buf, NOX("..(no wavefile for voice)"));
snd_play(gamesnd_get_game_sound(GameSounds::CUE_VOICE));
}
+1 -1
View File
@@ -150,7 +150,7 @@ typedef struct pmessage {
generic_anim *anim_data; // animation data to be used by the talking head HUD gauge handler
int start_frame; // the start frame needed to play the animation
bool play_anim; // used to tell HUD gauges if they should be playing or not
sound_handle wave; // handle of wave currently playing
sound_handle wave; // handle of wave currently playing
int id; // id of message currently playing
int priority; // priority of message currently playing
int shipnum; // shipnum of ship sending this message, -1 if from Terran command
+6 -6
View File
@@ -125,7 +125,7 @@ typedef struct voice_stream {
fix stream_last_heard; // last time we heard from this stream
fix stream_start_time; // time the stream started playing
sound_handle stream_snd_handle; // sound playing instance handle
sound_handle stream_snd_handle; // sound playing instance handle
int stream_rtvoice_handle; // rtvoice buffer handle
} voice_stream;
voice_stream Multi_voice_stream[MULTI_VOICE_MAX_STREAMS]; // voice streams themselves
@@ -337,7 +337,7 @@ void multi_voice_init()
memset(Multi_voice_stream,0,sizeof(voice_stream) * MULTI_VOICE_MAX_STREAMS);
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
Multi_voice_stream[idx].token_status = MULTI_VOICE_TOKEN_INDEX_FREE;
Multi_voice_stream[idx].token_stamp = -1;
Multi_voice_stream[idx].token_stamp = -1;
Multi_voice_stream[idx].stream_snd_handle = sound_handle::invalid();
// get a playback buffer handle
@@ -395,7 +395,7 @@ void multi_voice_close()
if(Multi_voice_stream[idx].stream_rtvoice_handle != -1){
rtvoice_free_playback_buffer(Multi_voice_stream[idx].stream_rtvoice_handle);
Multi_voice_stream[idx].stream_rtvoice_handle = -1;
Multi_voice_stream[idx].stream_snd_handle = sound_handle::invalid();
Multi_voice_stream[idx].stream_snd_handle = sound_handle::invalid();
}
}
@@ -463,7 +463,7 @@ void multi_voice_process()
// find any playing sound streams which have finished and unmark them
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
if((Multi_voice_stream[idx].stream_snd_handle.isValid()) && !multi_voice_stream_playing(idx)){
if ((Multi_voice_stream[idx].stream_snd_handle.isValid()) && !multi_voice_stream_playing(idx)) {
Multi_voice_stream[idx].stream_snd_handle = sound_handle::invalid();
}
}
@@ -522,7 +522,7 @@ int multi_voice_status()
earliest_time = -1;
for(idx=0;idx<MULTI_VOICE_MAX_STREAMS;idx++){
// if we found a playing stream
if(Multi_voice_stream[idx].stream_snd_handle.isValid()){
if (Multi_voice_stream[idx].stream_snd_handle.isValid()) {
if((earliest == -1) || (Multi_voice_stream[idx].stream_start_time < earliest_time)){
earliest = idx;
earliest_time = Multi_voice_stream[idx].stream_start_time;
@@ -1919,7 +1919,7 @@ void multi_voice_alg_play_window(int stream_index)
Assert(Multi_voice_stream[stream_index].stream_rtvoice_handle != -1);
// kill any previously playing sounds
rtvoice_stop_playback(Multi_voice_stream[stream_index].stream_rtvoice_handle);
rtvoice_stop_playback(Multi_voice_stream[stream_index].stream_rtvoice_handle);
Multi_voice_stream[stream_index].stream_snd_handle = sound_handle::invalid();
// if we can play sound and we know who this is from, display it
+3 -3
View File
@@ -951,10 +951,10 @@ int get_ship_quadrant_from_global(vec3d *global_pos, object *objp)
void collide_ship_ship_sounds_init()
{
Player_collide_sound = sound_handle::invalid();
AI_collide_sound = sound_handle::invalid();
Player_collide_sound = sound_handle::invalid();
AI_collide_sound = sound_handle::invalid();
Player_collide_shield_sound = sound_handle::invalid();
AI_collide_shield_sound = sound_handle::invalid();
AI_collide_shield_sound = sound_handle::invalid();
}
/**
+10 -10
View File
@@ -37,7 +37,7 @@ typedef struct _obj_snd {
_obj_snd *next, *prev;
int objnum; // object index of object that contains this sound
gamesnd_id id; // Index into Snds[] array
sound_handle instance; // handle of currently playing sound (a ds3d handle if USES_DS3D flag set)
sound_handle instance; // handle of currently playing sound (a ds3d handle if USES_DS3D flag set)
int next_update; // timestamp that marks next allowed vol/pan change
float vol; // volume of sound (range: 0.0 -> 1.0)
float pan; // pan of sound (range: -1.0 -> 1.0)
@@ -118,7 +118,7 @@ DCF(objsnd, "Persistent sound stuff" )
float distance;
Assert(osp != NULL);
if ( !osp->instance.isValid() ) {
if (!osp->instance.isValid()) {
continue;
//sprintf(buf1,"OFF");
} else {
@@ -245,7 +245,7 @@ void obj_snd_stop(object *objp, int index)
osp = &Objsnds[*iter];
if ( osp->instance.isValid() ) {
if (osp->instance.isValid()) {
snd_stop(osp->instance);
osp->instance = sound_handle::invalid();
switch(objp->type) {
@@ -270,7 +270,7 @@ void obj_snd_stop(object *objp, int index)
osp = &Objsnds[objp->objsnd_num[index]];
if ( osp->instance.isValid() ) {
if (osp->instance.isValid()) {
snd_stop(osp->instance);
osp->instance = sound_handle::invalid();
switch(objp->type) {
@@ -350,7 +350,7 @@ int obj_snd_stop_lowest_vol(float new_vol)
Assert(osp->objnum != -1);
objp = &Objects[osp->objnum];
if ( (osp->instance.isValid()) && (osp->vol < lowest_vol) ) {
if ((osp->instance.isValid()) && (osp->vol < lowest_vol)) {
lowest_vol = osp->vol;
lowest_vol_osp = osp;
}
@@ -600,7 +600,7 @@ void obj_snd_do_frame()
go_ahead_flag = TRUE;
float max_vol,new_vol;
if ( !osp->instance.isValid() ) {
if (!osp->instance.isValid()) {
if ( distance < gs->max ) {
max_vol = gs->volume_range.max();
if ( distance <= gs->min ) {
@@ -631,7 +631,7 @@ void obj_snd_do_frame()
if ( go_ahead_flag ) {
osp->instance = snd_play_3d(gs, &source_pos, &View_position, add_distance, &objp->phys_info.vel, 1, 1.0f, SND_PRIORITY_TRIPLE_INSTANCE, NULL, 1.0f, 0, true);
if ( osp->instance.isValid() ) {
if (osp->instance.isValid()) {
Num_obj_sounds_playing++;
}
}
@@ -657,7 +657,7 @@ void obj_snd_do_frame()
}
}
if ( !osp->instance.isValid() )
if (!osp->instance.isValid())
continue;
sp = NULL;
@@ -759,7 +759,7 @@ int obj_snd_assign(int objnum, gamesnd_id sndnum, vec3d *pos, int main, int flag
snd->id = sndnum;
snd->instance = sound_handle::invalid();
snd->instance = sound_handle::invalid();
snd->vol = 0.0f;
snd->objnum = OBJ_INDEX(objp);
snd->next_update = 1;
@@ -881,7 +881,7 @@ void obj_snd_level_close()
//
int obj_snd_is_playing(int object, int index)
{
if ( !obj_snd_return_instance(object, index).isValid() )
if (!obj_snd_return_instance(object, index).isValid())
return 0;
return 1;
+1 -1
View File
@@ -465,7 +465,7 @@ void player::reset()
damage_this_burst = 0.0f;
repair_sound_loop = sound_handle::invalid();
cargo_scan_loop = sound_handle::invalid();
cargo_scan_loop = sound_handle::invalid();
praise_count = 0;
allow_praise_timestamp = -1;
+6 -6
View File
@@ -13,14 +13,14 @@
#define _PLAYER_H
#include "globalincs/globals.h"
#include "hud/hudtarget.h" // for targeting hotkey lists
#include "io/keycontrol.h" // for button_info
#include "hud/hudtarget.h" // for targeting hotkey lists
#include "io/keycontrol.h" // for button_info
#include "localization/localize.h"
#include "network/multi_options.h"
#include "parse/sexp.h"
#include "physics/physics.h"
#include "stats/scoring.h" // for scoring/stats
#include "sound/sound.h"
#include "stats/scoring.h" // for scoring/stats
struct campaign_info;
@@ -146,9 +146,9 @@ public:
int warn_count; // number of attack warnings player has received this mission
float damage_this_burst; // amount of damage done this frame to friendly craft
sound_handle repair_sound_loop; // Sound id for ship repair looping sound, this is in the player
// file since the repair sound only plays when Player ship is getting repaired
sound_handle cargo_scan_loop; // Sound id for scanning cargo looping sound
sound_handle repair_sound_loop; // Sound id for ship repair looping sound, this is in the player
// file since the repair sound only plays when Player ship is getting repaired
sound_handle cargo_scan_loop; // Sound id for scanning cargo looping sound
int praise_count; // number of praises received this mission
int allow_praise_timestamp; // timestamp marking time until next praise is allowed
+10 -10
View File
@@ -1383,8 +1383,8 @@ void player_level_init()
Player->request_repair_timestamp = 1; // timestamp until next 'requesting repair sir' message can be played
Player->repair_sound_loop = sound_handle::invalid();
Player->cargo_scan_loop = sound_handle::invalid();
Player->repair_sound_loop = sound_handle::invalid();
Player->cargo_scan_loop = sound_handle::invalid();
Player->cargo_inspect_time = 0; // time that current target's cargo has been inspected for
Player->target_is_dying = -1; // The player target is dying, set to -1 if no target
@@ -1424,11 +1424,11 @@ void player_init()
void player_stop_looped_sounds()
{
Assert(Player);
if ( Player->repair_sound_loop.isValid() ) {
if (Player->repair_sound_loop.isValid()) {
snd_stop(Player->repair_sound_loop);
Player->repair_sound_loop = sound_handle::invalid();
}
if ( Player->cargo_scan_loop.isValid() ) {
if (Player->cargo_scan_loop.isValid()) {
snd_stop(Player->cargo_scan_loop);
Player->cargo_scan_loop = sound_handle::invalid();
}
@@ -1441,7 +1441,7 @@ void player_stop_looped_sounds()
void player_maybe_start_repair_sound()
{
Assert(Player);
if ( !Player->repair_sound_loop.isValid() ) {
if (!Player->repair_sound_loop.isValid()) {
Player->repair_sound_loop = snd_play_looping( gamesnd_get_game_sound(GameSounds::SHIP_REPAIR) );
}
}
@@ -1452,9 +1452,9 @@ void player_maybe_start_repair_sound()
void player_stop_repair_sound()
{
Assert(Player);
if ( Player->repair_sound_loop.isValid() ) {
if (Player->repair_sound_loop.isValid()) {
snd_stop(Player->repair_sound_loop);
Player->repair_sound_loop = sound_handle::invalid();
Player->repair_sound_loop = sound_handle::invalid();
}
}
@@ -1464,7 +1464,7 @@ void player_stop_repair_sound()
void player_maybe_start_cargo_scan_sound()
{
Assert(Player);
if ( !Player->cargo_scan_loop.isValid() ) {
if (!Player->cargo_scan_loop.isValid()) {
Player->cargo_scan_loop = snd_play_looping( gamesnd_get_game_sound(ship_get_sound(Player_obj, GameSounds::CARGO_SCAN)) );
}
}
@@ -1475,9 +1475,9 @@ void player_maybe_start_cargo_scan_sound()
void player_stop_cargo_scan_sound()
{
Assert(Player);
if ( Player->cargo_scan_loop.isValid() ) {
if (Player->cargo_scan_loop.isValid()) {
snd_stop(Player->cargo_scan_loop);
Player->cargo_scan_loop = sound_handle::invalid();
Player->cargo_scan_loop = sound_handle::invalid();
}
}
+3 -3
View File
@@ -335,18 +335,18 @@ void HudGaugeRadarStd::render(float /*frametime*/)
if ( ok_to_blit_radar ) {
if ( Radar_static_playing ) {
drawBlipsSorted(1); // passing 1 means to draw distorted
if ( !Radar_static_looping.isValid() ) {
if (!Radar_static_looping.isValid()) {
Radar_static_looping = snd_play_looping(gamesnd_get_game_sound(GameSounds::STATIC));
}
} else {
drawBlipsSorted(0);
if ( Radar_static_looping.isValid() ) {
if (Radar_static_looping.isValid()) {
snd_stop(Radar_static_looping);
Radar_static_looping = sound_handle::invalid();
}
}
} else {
if ( Radar_static_looping.isValid() ) {
if (Radar_static_looping.isValid()) {
snd_stop(Radar_static_looping);
Radar_static_looping = sound_handle::invalid();
}
+4 -9
View File
@@ -558,8 +558,7 @@ void HudGaugeRadarDradis::render(float /*frametime*/)
{
drawBlipsSorted(0);
if (Radar_static_looping.isValid())
{
if (Radar_static_looping.isValid()) {
snd_stop(Radar_static_looping);
Radar_static_looping = sound_handle::invalid();
}
@@ -567,8 +566,7 @@ void HudGaugeRadarDradis::render(float /*frametime*/)
}
else
{
if (Radar_static_looping.isValid())
{
if (Radar_static_looping.isValid()) {
snd_stop(Radar_static_looping);
Radar_static_looping = sound_handle::invalid();
}
@@ -598,14 +596,11 @@ void HudGaugeRadarDradis::doLoopSnd()
if (!this->shouldDoSounds())
{
if (loop_sound_handle.isValid() && snd_is_playing(loop_sound_handle))
{
if (loop_sound_handle.isValid() && snd_is_playing(loop_sound_handle)) {
snd_stop(loop_sound_handle);
loop_sound_handle = sound_handle::invalid();
}
}
else if (!this->loop_sound_handle.isValid() || !snd_is_playing(this->loop_sound_handle))
{
} else if (!this->loop_sound_handle.isValid() || !snd_is_playing(this->loop_sound_handle)) {
loop_sound_handle = snd_play(gamesnd_get_game_sound(m_loop_snd), 0.0f, loop_sound_volume);
}
}
+3 -3
View File
@@ -499,18 +499,18 @@ void HudGaugeRadarOrb::render(float /*frametime*/)
if ( ok_to_blit_radar ) {
if ( Radar_static_playing ) {
drawBlipsSorted(1); // passing 1 means to draw distorted
if ( !Radar_static_looping.isValid() ) {
if (!Radar_static_looping.isValid()) {
Radar_static_looping = snd_play_looping(gamesnd_get_game_sound(GameSounds::STATIC));
}
} else {
drawBlipsSorted(0);
if ( Radar_static_looping.isValid() ) {
if (Radar_static_looping.isValid()) {
snd_stop(Radar_static_looping);
Radar_static_looping = sound_handle::invalid();
}
}
} else {
if ( Radar_static_looping.isValid() ) {
if (Radar_static_looping.isValid()) {
snd_stop(Radar_static_looping);
Radar_static_looping = sound_handle::invalid();
}
+4 -7
View File
@@ -80,8 +80,7 @@ ADE_FUNC(playSound, l_Audio, "soundentry", "Plays the specified sound entry hand
auto handle = snd_play(seh->Get());
if (!handle.isValid())
{
if (!handle.isValid()) {
return ade_set_args(L, "o", l_Sound.Set(sound_h()));
}
else
@@ -102,8 +101,7 @@ ADE_FUNC(playLoopingSound, l_Audio, "soundentry", "Plays the specified sound as
auto handle = snd_play_looping(seh->Get());
if (!handle.isValid())
{
if (!handle.isValid()) {
return ade_set_args(L, "o", l_Sound.Set(sound_h()));
}
else
@@ -126,8 +124,7 @@ ADE_FUNC(play3DSound, l_Audio, "soundentry[, vector source[, vector listener]]",
auto handle = snd_play_3d(seh->Get(), source, listener);
if (!handle.isValid())
{
if (!handle.isValid()) {
return ade_set_args(L, "o", l_Sound3D.Set(sound_h()));
}
else
@@ -158,7 +155,7 @@ ADE_FUNC(playGameSound, l_Audio, "Sound index, [Panning (-1.0 left to 1.0 right)
auto gamesnd_idx = gamesnd_get_by_tbl_index(idx);
if (gamesnd_idx.isValid()) {
auto sound_handle = snd_play(gamesnd_get_game_sound(gamesnd_idx), pan, vol*0.01f, pri, voice_msg);
auto sound_handle = snd_play(gamesnd_get_game_sound(gamesnd_idx), pan, vol * 0.01f, pri, voice_msg);
return ade_set_args(L, "b", sound_handle.isValid());
} else {
LuaError(L, "Invalid sound index %i (Snds[%i]) in playGameSound()", idx, gamesnd_idx.value());
+3 -9
View File
@@ -119,16 +119,10 @@ ADE_FUNC(isValid, l_SoundEntry, NULL, "Detects whether handle is valid", "boolea
return ade_set_args(L, "b", seh->IsValid());
}
sound_h::sound_h() :sound_entry_h()
sound_h::sound_h() : sound_entry_h() { sig = sound_handle::invalid(); }
sound_h::sound_h(gamesnd_id n_gs_idx, sound_handle n_sig) : sound_entry_h(n_gs_idx) { sig = n_sig; }
sound_handle sound_h::getSignature()
{
sig=sound_handle::invalid();
}
sound_h::sound_h(gamesnd_id n_gs_idx, sound_handle n_sig) : sound_entry_h(n_gs_idx)
{
sig=n_sig;
}
sound_handle sound_h::getSignature() {
if (!IsValid())
return sound_handle::invalid();
+6 -6
View File
@@ -24,7 +24,7 @@
// ----------------------------------------------------------
// Global to file
// ----------------------------------------------------------
static sound_handle Player_afterburner_loop_id; // identifies the looping afterburner sound of the player ship
static sound_handle Player_afterburner_loop_id; // identifies the looping afterburner sound of the player ship
static int Player_afterburner_loop_delay; // timestamp used to time the start of the looping afterburner sound
static int Player_disengage_timer;
static float Player_afterburner_vol;
@@ -54,7 +54,7 @@ void afterburner_level_init()
{
Player_disengage_timer = 1;
Player_afterburner_vol = AFTERBURNER_DEFAULT_VOL;
Player_afterburner_loop_id = sound_handle::invalid();
Player_afterburner_loop_id = sound_handle::invalid();
Player_afterburner_start_time = 0;
}
@@ -251,7 +251,7 @@ void afterburners_update(object *objp, float fl_frametime)
if ( timestamp_elapsed(Player_afterburner_loop_delay) ) {
Player_afterburner_vol = AFTERBURNER_DEFAULT_VOL;
Player_afterburner_loop_delay = 0;
if ( !Player_afterburner_loop_id.isValid() ) {
if (!Player_afterburner_loop_id.isValid()) {
Player_afterburner_loop_id = snd_play_looping( gamesnd_get_game_sound(ship_get_sound(objp, GameSounds::ABURN_LOOP)), 0.0f , -1, -1);
snd_set_volume(Player_afterburner_loop_id, Player_afterburner_vol);
}
@@ -317,7 +317,7 @@ void afterburners_stop(object *objp, int key_released)
snd_play( gamesnd_get_game_sound(ship_get_sound(objp, GameSounds::ABURN_FAIL)) );
}
if ( Player_afterburner_loop_id.isValid() ) {
if (Player_afterburner_loop_id.isValid()) {
Player_disengage_timer = timestamp(DISENGAGE_TIME);
}
@@ -331,11 +331,11 @@ void afterburners_stop(object *objp, int key_released)
*/
void afterburner_stop_sounds()
{
if ( Player_afterburner_loop_id.isValid() ) {
if (Player_afterburner_loop_id.isValid()) {
snd_stop(Player_afterburner_loop_id);
}
Player_afterburner_loop_id = sound_handle::invalid();
Player_afterburner_loop_id = sound_handle::invalid();
Player_disengage_timer = 1;
Player_afterburner_loop_delay = 0;
}
+2 -2
View File
@@ -5868,7 +5868,7 @@ void ship::clear()
swarm_missile_bank = -1;
group = -1;
death_roll_snd = sound_handle::invalid();
death_roll_snd = sound_handle::invalid();
ship_list_index = -1;
thruster_bitmap = -1;
@@ -7988,7 +7988,7 @@ static void ship_dying_frame(object *objp, int ship_num)
if (objp == Player_obj)
joy_ff_explode();
if ( shipp->death_roll_snd.isValid() ) {
if (shipp->death_roll_snd.isValid()) {
snd_stop(shipp->death_roll_snd);
shipp->death_roll_snd = sound_handle::invalid();
}
+1 -2
View File
@@ -563,7 +563,7 @@ public:
int swarm_missile_bank; // The missilebank the swarm was originally launched from
int group; // group ship is in, or -1 if none. Fred thing
sound_handle death_roll_snd; // id of death roll sound, may need to be stopped early
sound_handle death_roll_snd; // id of death roll sound, may need to be stopped early
int ship_list_index; // index of ship in Ship_objs[] array
int thruster_bitmap; // What frame the current thruster bitmap is at for this ship
@@ -597,7 +597,6 @@ public:
int large_ship_blowup_index; // -1 if not a large ship exploding, else this is an index used by the shipfx large ship exploding code.
std::array<sound_handle, NUM_SUB_EXPL_HANDLES> sub_expl_sound_handle;
// Stuff for showing electrical arcs on damaged ships
vec3d arc_pts[MAX_SHIP_ARCS][2]; // The endpoints of each arc
int arc_timestamp[MAX_SHIP_ARCS]; // When this times out, the spark goes away. -1 is not used
+23 -21
View File
@@ -1654,14 +1654,15 @@ typedef struct clip_ship {
} clip_ship;
typedef struct split_ship {
int used = 0; // 0 if not used, 1 if used
int used = 0; // 0 if not used, 1 if used
clip_ship front_ship;
clip_ship back_ship;
int explosion_flash_timestamp = 0;
int explosion_flash_started = 0;
int explosion_flash_timestamp = 0;
int explosion_flash_started = 0;
std::array<sound_handle, NUM_SUB_EXPL_HANDLES> sound_handles;
split_ship() {
split_ship()
{
memset(&front_ship, 0, sizeof(front_ship));
memset(&back_ship, 0, sizeof(back_ship));
sound_handles.fill(sound_handle::invalid());
@@ -1805,7 +1806,7 @@ static void split_ship_init( ship* shipp, split_ship* split_shipp )
split_shipp->front_ship.phys_info.vel = parent_ship_obj->phys_info.vel;
split_shipp->back_ship.phys_info.vel = parent_ship_obj->phys_info.vel;
maybe_fireball_wipe(&split_shipp->front_ship, split_shipp->sound_handles.data());
maybe_fireball_wipe(&split_shipp->back_ship, split_shipp->sound_handles.data());
maybe_fireball_wipe(&split_shipp->back_ship, split_shipp->sound_handles.data());
vm_vec_scale_add2(&split_shipp->front_ship.phys_info.vel, &orient->vec.fvec, front_vel);
vm_vec_scale_add2(&split_shipp->back_ship.phys_info.vel, &orient->vec.fvec, back_vel);
@@ -2108,20 +2109,24 @@ void do_sub_expl_sound(float radius, vec3d* sound_pos, sound_handle* handle_arra
int handle_index = rand()%NUM_SUB_EXPL_HANDLES;
auto sound_index = GameSounds::SHIP_EXPLODE_1;
auto handle = handle_array[handle_index];
auto handle = handle_array[handle_index];
if (!handle.isValid()) {
// if no handle, get one
handle_array[handle_index] = snd_play_3d( gamesnd_get_game_sound(sound_index), sound_pos, &View_position, 0.0f, nullptr, 0, 0.6f, SND_PRIORITY_MUST_PLAY, nullptr, sound_range );
handle_array[handle_index] = snd_play_3d(gamesnd_get_game_sound(sound_index), sound_pos, &View_position, 0.0f,
nullptr, 0, 0.6f, SND_PRIORITY_MUST_PLAY, nullptr, sound_range);
} else if (!snd_is_playing(handle)) {
// if sound not playing and old, get new one
// I don't think will happen with SND_PRIORITY_MUST_PLAY
if (get_sound_time_played(snd_get_sound_id(handle), handle) > 400) {
snd_stop(handle_array[handle_index]);
handle_array[handle_index] = snd_play_3d( gamesnd_get_game_sound(sound_index), sound_pos, &View_position, 0.0f, nullptr, 0, 0.6f, SND_PRIORITY_MUST_PLAY, nullptr, sound_range );
handle_array[handle_index] =
snd_play_3d(gamesnd_get_game_sound(sound_index), sound_pos, &View_position, 0.0f, nullptr, 0, 0.6f,
SND_PRIORITY_MUST_PLAY, nullptr, sound_range);
}
} else if (get_sound_time_played(snd_get_sound_id(handle), handle) > 750) {
handle_array[handle_index] = snd_play_3d( gamesnd_get_game_sound(sound_index), sound_pos, &View_position, 0.0f, nullptr, 0, 0.6f, SND_PRIORITY_MUST_PLAY, nullptr, sound_range );
handle_array[handle_index] = snd_play_3d(gamesnd_get_game_sound(sound_index), sound_pos, &View_position, 0.0f,
nullptr, 0, 0.6f, SND_PRIORITY_MUST_PLAY, nullptr, sound_range);
}
}
@@ -2279,7 +2284,7 @@ int shipfx_large_blowup_do_frame(ship *shipp, float frametime)
}
maybe_fireball_wipe(&the_split_ship->front_ship, the_split_ship->sound_handles.data());
maybe_fireball_wipe(&the_split_ship->back_ship, the_split_ship->sound_handles.data());
maybe_fireball_wipe(&the_split_ship->back_ship, the_split_ship->sound_handles.data());
return 0;
}
@@ -2996,17 +3001,14 @@ void engine_wash_ship_process(ship *shipp)
/**
* Engine wash level init
*/
void shipfx_engine_wash_level_init()
{
Player_engine_wash_loop = sound_handle::invalid();
}
void shipfx_engine_wash_level_init() { Player_engine_wash_loop = sound_handle::invalid(); }
/**
* Pause engine wash sounds
*/
void shipfx_stop_engine_wash_sound()
{
if(Player_engine_wash_loop.isValid()){
if (Player_engine_wash_loop.isValid()) {
snd_stop(Player_engine_wash_loop);
Player_engine_wash_loop = sound_handle::invalid();
}
@@ -3855,7 +3857,7 @@ int WE_BSG::warpStart()
if(gs_end_index.isValid())
{
snd_end_gs = gamesnd_get_game_sound(gs_end_index);
snd_end = sound_handle::invalid();
snd_end = sound_handle::invalid();
}
stage = 0;
@@ -3912,7 +3914,7 @@ int WE_BSG::warpFrame(float /*frametime*/)
return 0;
}
if(snd_start.isValid())
if (snd_start.isValid())
snd_update_3d_pos(snd_start, snd_start_gs, &objp->pos, 0.0f, snd_range_factor);
return 1;
@@ -3992,7 +3994,7 @@ int WE_BSG::warpShipRender()
int WE_BSG::warpEnd()
{
if(snd_start.isValid())
if (snd_start.isValid())
snd_stop(snd_start);
if(snd_end_gs != NULL)
snd_end = snd_play_3d(snd_end_gs, &objp->pos, &View_position, 0.0f, NULL, 0, 1.0f, SND_PRIORITY_SINGLE_INSTANCE, NULL, snd_range_factor);
@@ -4097,7 +4099,7 @@ WE_Homeworld::WE_Homeworld(object *n_objp, int n_direction)
height = 0.0f;
//Sound
snd = sound_handle::invalid();
snd = sound_handle::invalid();
snd_gs = NULL;
}
@@ -4223,7 +4225,7 @@ int WE_Homeworld::warpFrame(float /*frametime*/)
}
//Update sound
if(snd.isValid())
if (snd.isValid())
snd_update_3d_pos(snd, snd_gs, &pos, 0.0f, snd_range_factor);
return 1;
@@ -4255,7 +4257,7 @@ int WE_Homeworld::warpShipRender()
int WE_Homeworld::warpEnd()
{
if(snd.isValid())
if (snd.isValid())
snd_stop(snd);
return WarpEffect::warpEnd();
}
+2 -2
View File
@@ -558,7 +558,7 @@ void ds_close_channel(int i)
Channels[i].source_id = 0;
Channels[i].sid = -1;
Channels[i].sig = ds_sound_handle::invalid();
Channels[i].sig = ds_sound_handle::invalid();
Channels[i].snd_id = -1;
}
}
@@ -582,7 +582,7 @@ void ds_close_channel_fast(int i)
}
Channels[i].sid = -1;
Channels[i].sig = ds_sound_handle::invalid();
Channels[i].sig = ds_sound_handle::invalid();
Channels[i].snd_id = -1;
}
}
+5 -2
View File
@@ -58,7 +58,8 @@ int ds_init();
void ds_close();
int ds_load_buffer(int *sid, int flags, ffmpeg::WaveFile* file);
void ds_unload_buffer(int sid);
ds_sound_handle ds_play(int sid, int snd_id, int priority, const EnhancedSoundData * enhanced_sound_data, float volume, float pan, int looping, bool is_voice_msg = false);
ds_sound_handle ds_play(int sid, int snd_id, int priority, const EnhancedSoundData* enhanced_sound_data, float volume,
float pan, int looping, bool is_voice_msg = false);
int ds_get_channel(ds_sound_handle sig);
int ds_is_channel_playing(int channel);
void ds_stop_channel(int channel);
@@ -96,7 +97,9 @@ int ds_get_sound_index(int channel_id);
// Returns the number of channels that are actually playing
int ds_get_number_channels();
ds_sound_handle ds3d_play(int sid, int snd_id, vec3d *pos, vec3d *vel, float min, float max, int looping, float max_volume, float estimated_vol, const EnhancedSoundData * enhanced_sound_data, int priority = DS_MUST_PLAY, bool is_ambient = false);
ds_sound_handle ds3d_play(int sid, int snd_id, vec3d* pos, vec3d* vel, float min, float max, int looping,
float max_volume, float estimated_vol, const EnhancedSoundData* enhanced_sound_data,
int priority = DS_MUST_PLAY, bool is_ambient = false);
void ds_do_frame();
+1 -1
View File
@@ -438,7 +438,7 @@ void rtvoice_free_playback_buffer(int index)
// Play sound data
// exit: >=0 => handle to playing sound
// -1 => error, voice not played
sound_handle rtvoice_play(int index, unsigned char *data, int size)
sound_handle rtvoice_play(int index, unsigned char* data, int size)
{
int ds_handle;
+1 -1
View File
@@ -34,7 +34,7 @@ void rtvoice_free_playback_buffer(int index);
void rtvoice_uncompress(unsigned char *data_in, int size_in, double gain, unsigned char *data_out, int size_out);
// return a sound handle, _NOT_ a buffer handle
sound_handle rtvoice_play(int handle, unsigned char *data, int size);
sound_handle rtvoice_play(int handle, unsigned char* data, int size);
// pass in buffer handle returned from rtvoice_create_playback_buffer(), kills the _sound_ only
void rtvoice_stop_playback(int handle);
+27 -24
View File
@@ -62,10 +62,8 @@ struct LoopingSoundInfo {
float m_defaultVolume; //!< The default volume of this sound (from game_snd)
float m_dynamicVolume; //!< The dynamic volume before scripted volume adjustment is applied (is updated via snd_set_volume)
LoopingSoundInfo(sound_handle dsHandle, float defaultVolume, float dynamicVolume):
m_dsHandle(dsHandle),
m_defaultVolume(defaultVolume),
m_dynamicVolume(dynamicVolume)
LoopingSoundInfo(sound_handle dsHandle, float defaultVolume, float dynamicVolume)
: m_dsHandle(dsHandle), m_defaultVolume(defaultVolume), m_dynamicVolume(dynamicVolume)
{
}
@@ -525,7 +523,7 @@ MONITOR( NumSoundsLoaded )
// returns: -1 => sound could not be played
// n => handle for instance of sound
//
sound_handle snd_play( game_snd *gs, float pan, float vol_scale, int priority, bool is_voice_msg )
sound_handle snd_play(game_snd* gs, float pan, float vol_scale, int priority, bool is_voice_msg)
{
float volume;
sound *snd;
@@ -572,7 +570,7 @@ sound_handle snd_play( game_snd *gs, float pan, float vol_scale, int priority, b
sound_handle handle;
if ( volume > MIN_SOUND_VOLUME ) {
handle = ds_play( snd->sid, entry->id_sig, ds_priority(priority), &gs->enhanced_sound_data, volume, pan, 0, is_voice_msg);
if (handle.isValid()) {
snd_set_pitch(handle, gs->pitch_range.next());
}
@@ -607,7 +605,9 @@ MONITOR( Num3DSoundsLoaded )
// returns: -1 => sound could not be played
// n => handle for instance of sound
//
sound_handle snd_play_3d(game_snd *gs, vec3d *source_pos, vec3d *listen_pos, float radius, vec3d *source_vel, int looping, float vol_scale, int priority, vec3d * /*sound_fvec*/, float range_factor, int force, bool /*is_ambient*/ )
sound_handle snd_play_3d(game_snd* gs, vec3d* source_pos, vec3d* listen_pos, float radius, vec3d* source_vel,
int looping, float vol_scale, int priority, vec3d* /*sound_fvec*/, float range_factor,
int force, bool /*is_ambient*/)
{
vec3d vector_to_sound;
sound *snd;
@@ -651,7 +651,7 @@ sound_handle snd_play_3d(game_snd *gs, vec3d *source_pos, vec3d *listen_pos, flo
if (!ds_initialized)
return sound_handle::invalid();
// DirectSound3D will not cut off sounds, no matter how quite they become.. so manually
// prevent sounds from playing past the max distance.
//IMPORTANT THIS IS NOT WORKING RIGHT OMG WTF
@@ -711,7 +711,7 @@ sound_handle snd_play_3d(game_snd *gs, vec3d *source_pos, vec3d *listen_pos, flo
}
// update the given 3d sound with a new position
void snd_update_3d_pos(sound_handle soundnum, game_snd *gs, vec3d *new_pos, float radius, float range_factor)
void snd_update_3d_pos(sound_handle soundnum, game_snd* gs, vec3d* new_pos, float radius, float range_factor)
{
if (Cmdline_no_3d_sound) {
float vol, pan;
@@ -816,7 +816,8 @@ int snd_get_3d_vol_and_pan(game_snd *gs, vec3d *pos, float* vol, float *pan, flo
* @param scriptingUpdateVolume if true the looping sound value is updated default is TRUE
* @return -1 on error, else the handle for this playing sound
*/
sound_handle snd_play_looping( game_snd *gs, float pan, int /*start_loop*/, int /*stop_loop*/, float vol_scale, int scriptingUpdateVolume)
sound_handle snd_play_looping(game_snd* gs, float pan, int /*start_loop*/, int /*stop_loop*/, float vol_scale,
int scriptingUpdateVolume)
{
float volume;
sound *snd;
@@ -858,7 +859,7 @@ sound_handle snd_play_looping( game_snd *gs, float pan, int /*start_loop*/, int
if (volume > MIN_SOUND_VOLUME) {
handle = ds_play( snd->sid, entry->id_sig, DS_MUST_PLAY, &gs->enhanced_sound_data, volume, pan, 1);
if(handle.isValid()) {
if (handle.isValid()) {
if (scriptingUpdateVolume) {
currentlyLoopingSoundInfos.push_back(LoopingSoundInfo(handle, default_volume, vol_scale));
}
@@ -875,12 +876,13 @@ sound_handle snd_play_looping( game_snd *gs, float pan, int /*start_loop*/, int
*
* @param sig handle to sound, what is returned from snd_play()
*/
void snd_stop( sound_handle sig )
void snd_stop(sound_handle sig)
{
int channel;
if (!ds_initialized) return;
if ( !sig.isValid() ) return;
if (!sig.isValid())
return;
channel = ds_get_channel(sig);
if ( channel == -1 )
@@ -920,7 +922,7 @@ void snd_stop_all()
* @param sig handle to sound, what is returned from snd_play()
* @param volume volume of sound (range: 0.0 -> 1.0)
*/
void snd_set_volume( sound_handle sig, float volume )
void snd_set_volume(sound_handle sig, float volume)
{
int channel;
float new_volume;
@@ -928,7 +930,7 @@ void snd_set_volume( sound_handle sig, float volume )
if (!ds_initialized)
return;
if ( !sig.isValid() )
if (!sig.isValid())
return;
channel = ds_get_channel(sig);
@@ -964,14 +966,14 @@ void snd_set_volume( sound_handle sig, float volume )
// parameters: sig => handle to sound, what is returned from snd_play()
// pan => pan of sound (range: -1.0 -> 1.0)
//
void snd_set_pan( sound_handle sig, float pan )
void snd_set_pan(sound_handle sig, float pan)
{
int channel;
if (!ds_initialized)
return;
if ( !sig.isValid() )
if (!sig.isValid())
return;
channel = ds_get_channel(sig);
@@ -999,7 +1001,7 @@ float snd_get_pitch(sound_handle sig)
if (!ds_initialized)
return -1;
if ( !sig.isValid() )
if (!sig.isValid())
return -1;
channel = ds_get_channel(sig);
@@ -1019,12 +1021,13 @@ float snd_get_pitch(sound_handle sig)
// parameters: sig => handle to sound, what is returned from snd_play()
// pan => pitch of sound (must be greater than zero)
//
void snd_set_pitch( sound_handle sig, float pitch )
void snd_set_pitch(sound_handle sig, float pitch)
{
int channel;
if (!ds_initialized) return;
if ( !sig.isValid() ) return;
if (!sig.isValid())
return;
channel = ds_get_channel(sig);
if ( channel == -1 ) {
@@ -1045,14 +1048,14 @@ void snd_set_pitch( sound_handle sig, float pitch )
//
// parameters: sig => signature of sound, what is returned from snd_play()
//
int snd_is_playing( sound_handle sig )
int snd_is_playing(sound_handle sig)
{
int channel, is_playing;
if (!ds_initialized)
return 0;
if ( !sig.isValid() )
if (!sig.isValid())
return 0;
channel = ds_get_channel(sig);
@@ -1177,7 +1180,7 @@ void snd_ffwd(sound_handle snd_handle, float seconds)
}
// this could probably be optimized a bit
void snd_set_pos(sound_handle snd_handle, float val,int as_pct)
void snd_set_pos(sound_handle snd_handle, float val, int as_pct)
{
sound_info *snd;
@@ -1271,7 +1274,7 @@ int snd_time_remaining(sound_handle handle)
if (!ds_initialized)
return 0;
if ( !handle.isValid() )
if (!handle.isValid())
return 0;
channel = ds_get_channel(handle);
+24 -15
View File
@@ -130,49 +130,56 @@ void snd_unload_all();
// Plays a sound with volume between 0 and 1.0, where 0 is the
// inaudible and 1.0 is the loudest sound in the game.
// Pan goes from -1.0 all the way left to 0.0 in center to 1.0 all the way right.
sound_handle snd_play( game_snd *gs, float pan=0.0f, float vol_scale=1.0f, int priority = SND_PRIORITY_SINGLE_INSTANCE, bool voice_message = false );
sound_handle snd_play(game_snd* gs, float pan = 0.0f, float vol_scale = 1.0f,
int priority = SND_PRIORITY_SINGLE_INSTANCE, bool voice_message = false);
// Play a sound directly from index returned from snd_load(). Bypasses
// the sound management process of using game_snd.
sound_handle snd_play_raw(sound_load_id soundnum, float pan, float vol_scale = 1.0f, int priority = SND_PRIORITY_MUST_PLAY);
sound_handle snd_play_raw(sound_load_id soundnum, float pan, float vol_scale = 1.0f,
int priority = SND_PRIORITY_MUST_PLAY);
// Plays a sound with volume between 0 and 1.0, where 0 is the
// inaudible and 1.0 is the loudest sound in the game. It scales
// the pan and volume relative to the current viewer's location.
sound_handle snd_play_3d(game_snd *gs, vec3d *source_pos, vec3d *listen_pos, float radius=0.0f, vec3d *vel = nullptr, int looping = 0, float vol_scale=1.0f, int priority = SND_PRIORITY_SINGLE_INSTANCE, vec3d *sound_fvec = nullptr, float range_factor = 1.0f, int force = 0, bool is_ambient = false );
sound_handle snd_play_3d(game_snd* gs, vec3d* source_pos, vec3d* listen_pos, float radius = 0.0f, vec3d* vel = nullptr,
int looping = 0, float vol_scale = 1.0f, int priority = SND_PRIORITY_SINGLE_INSTANCE,
vec3d* sound_fvec = nullptr, float range_factor = 1.0f, int force = 0,
bool is_ambient = false);
// update the given 3d sound with a new position
void snd_update_3d_pos(sound_handle soudnnum, game_snd *gs, vec3d *new_pos, float radius = 0.0f, float range_factor = 1.0f);
void snd_update_3d_pos(sound_handle soudnnum, game_snd* gs, vec3d* new_pos, float radius = 0.0f,
float range_factor = 1.0f);
// Use these for looping sounds.
// Returns the handle of the sound. -1 if failed.
// If startloop or stoploop are not -1, then then are used.
sound_handle snd_play_looping( game_snd *gs, float pan=0.0f, int start_loop=-1, int stop_loop=-1, float vol_scale=1.0f, int scriptingUpdateVolume = 1);
sound_handle snd_play_looping(game_snd* gs, float pan = 0.0f, int start_loop = -1, int stop_loop = -1,
float vol_scale = 1.0f, int scriptingUpdateVolume = 1);
void snd_stop( sound_handle snd_handle );
void snd_stop(sound_handle snd_handle);
// Sets the volume of a sound that is already playing.
// The volume is between 0 and 1.0, where 0 is the
// inaudible and 1.0 is the loudest sound in the game.
void snd_set_volume( sound_handle snd_handle, float volume );
void snd_set_volume(sound_handle snd_handle, float volume);
// Sets the panning location of a sound that is already playing.
// Pan goes from -1.0 all the way left to 0.0 in center to 1.0 all the way right.
void snd_set_pan( sound_handle snd_handle, float pan );
void snd_set_pan(sound_handle snd_handle, float pan);
// Sets the pitch (frequency) of a sound that is already playing
// Valid values for pitch are between 100 and 100000
void snd_set_pitch( sound_handle snd_handle, float pitch );
float snd_get_pitch( sound_handle snd_handle );
void snd_set_pitch(sound_handle snd_handle, float pitch);
float snd_get_pitch(sound_handle snd_handle);
// Stops all sounds from playing, even looping ones.
void snd_stop_all();
// determines if the sound handle is still palying
int snd_is_playing( sound_handle snd_handle );
int snd_is_playing(sound_handle snd_handle);
// change the looping status of a sound that is playing
void snd_chg_loop_status(sound_handle snd_handle, int loop);
void snd_chg_loop_status(sound_handle snd_handle, int loop);
// return the time in ms for the duration of the sound
int snd_get_duration(sound_load_id snd_id);
@@ -201,9 +208,11 @@ void snd_do_frame();
void snd_adjust_audio_volume(int type, float percent, int time);
// repositioning of the sound buffer pointer
void snd_rewind(sound_handle snd_handle, float seconds); // rewind N seconds from the current position
void snd_ffwd(sound_handle snd_handle, float seconds); // fast forward N seconds from the current position
void snd_set_pos(sound_handle snd_handle, float val,int as_pct); // set the position val as either a percentage (if as_pct) or as a # of seconds into the sound
void snd_rewind(sound_handle snd_handle, float seconds); // rewind N seconds from the current position
void snd_ffwd(sound_handle snd_handle, float seconds); // fast forward N seconds from the current position
void snd_set_pos(
sound_handle snd_handle, float val,
int as_pct); // set the position val as either a percentage (if as_pct) or as a # of seconds into the sound
void snd_get_format(sound_load_id handle, int* bits_per_sample, int* frequency);
int snd_time_remaining(sound_handle handle);
+10 -10
View File
@@ -357,7 +357,7 @@ int beam_fire(beam_fire_info *fire_info)
new_item->target = fire_info->target;
new_item->target_subsys = fire_info->target_subsys;
new_item->target_sig = (fire_info->target != NULL) ? fire_info->target->signature : 0;
new_item->beam_sound_loop = sound_handle::invalid();
new_item->beam_sound_loop = sound_handle::invalid();
new_item->type = wip->b_info.beam_type;
new_item->targeting_laser_offset = fire_info->targeting_laser_offset;
new_item->framecount = 0;
@@ -542,8 +542,8 @@ int beam_fire_targeting(fighter_beam_fire_info *fire_info)
new_item->f_collision_count = 0;
new_item->target = NULL;
new_item->target_subsys = NULL;
new_item->target_sig = 0;
new_item->beam_sound_loop = sound_handle::invalid();
new_item->target_sig = 0;
new_item->beam_sound_loop = sound_handle::invalid();
new_item->type = BEAM_TYPE_C;
new_item->targeting_laser_offset = fire_info->targeting_laser_offset;
new_item->framecount = 0;
@@ -694,7 +694,7 @@ void beam_pause_sounds()
}
while(moveup != END_OF_LIST(&Beam_used_list)){
// set the volume to 0, if he has a looping beam sound
if(moveup->beam_sound_loop.isValid()){
if (moveup->beam_sound_loop.isValid()) {
snd_set_volume(moveup->beam_sound_loop, 0.0f);
}
@@ -1797,7 +1797,7 @@ void beam_delete(beam *b)
b->objnum = -1;
// kill the beam looping sound
if(b->beam_sound_loop.isValid()){
if (b->beam_sound_loop.isValid()) {
snd_stop(b->beam_sound_loop);
b->beam_sound_loop = sound_handle::invalid();
}
@@ -1912,8 +1912,8 @@ int beam_start_firing(beam *b)
return 1;
}
// start the beam firing sound now, if we haven't already
if((!b->beam_sound_loop.isValid()) && (Weapon_info[b->weapon_info_index].b_info.beam_loop_sound.isValid())){
// start the beam firing sound now, if we haven't already
if ((!b->beam_sound_loop.isValid()) && (Weapon_info[b->weapon_info_index].b_info.beam_loop_sound.isValid())) {
b->beam_sound_loop = snd_play_3d(gamesnd_get_game_sound(Weapon_info[b->weapon_info_index].b_info.beam_loop_sound), &b->last_start, &View_position, 0.0f, NULL, 1, 1.0, SND_PRIORITY_SINGLE_INSTANCE, NULL, 1.0f, 1);
// "shot" sound
@@ -1941,8 +1941,8 @@ void beam_start_warmdown(beam *b)
snd_play_3d(gamesnd_get_game_sound(Weapon_info[b->weapon_info_index].b_info.beam_warmdown_sound), &b->last_start, &View_position);
}
// kill the beam looping sound
if(b->beam_sound_loop.isValid()){
// kill the beam looping sound
if (b->beam_sound_loop.isValid()) {
snd_stop(b->beam_sound_loop);
b->beam_sound_loop = sound_handle::invalid();
}
@@ -1961,7 +1961,7 @@ void beam_recalc_sounds(beam *b)
bwi = &Weapon_info[b->weapon_info_index].b_info;
// update the sound position relative to the player
if(b->beam_sound_loop.isValid()){
if (b->beam_sound_loop.isValid()) {
// get the point closest to the player's viewing position
switch(vm_vec_dist_to_line(&View_position, &b->last_start, &b->last_shot, &pos, NULL)){
// behind the beam, so use the start pos
+1 -1
View File
@@ -157,7 +157,7 @@ typedef struct beam {
int f_collision_count; // # of collisions we recorded this frame
// looping sound info, HANDLE
sound_handle beam_sound_loop; // invalid if none
sound_handle beam_sound_loop; // invalid if none
// team
char team;
+1 -1
View File
@@ -146,7 +146,7 @@ typedef struct weapon {
mc_info* collisionInfo; // The last collision of this weapon or NULL if it had none
sound_handle hud_in_flight_snd_sig; // Signature of the sound played while the weapon is in flight
sound_handle hud_in_flight_snd_sig; // Signature of the sound played while the weapon is in flight
WeaponState weapon_state; // The current state of the weapon
} weapon;
+2 -4
View File
@@ -4911,8 +4911,7 @@ void weapon_process_post(object * obj, float frame_time)
if (play_sound)
{
if (!wp->hud_in_flight_snd_sig.isValid() || !snd_is_playing(wp->hud_in_flight_snd_sig))
{
if (!wp->hud_in_flight_snd_sig.isValid() || !snd_is_playing(wp->hud_in_flight_snd_sig)) {
wp->hud_in_flight_snd_sig = snd_play_looping(gamesnd_get_game_sound(wip->hud_in_flight_snd));
}
}
@@ -7273,8 +7272,7 @@ void pause_in_flight_sounds()
{
weapon* wp = &Weapons[i];
if (wp->hud_in_flight_snd_sig.isValid() && snd_is_playing(wp->hud_in_flight_snd_sig))
{
if (wp->hud_in_flight_snd_sig.isValid() && snd_is_playing(wp->hud_in_flight_snd_sig)) {
// Stop sound, it will be restarted in the first frame after the game is unpaused
snd_stop(wp->hud_in_flight_snd_sig);
}
+11 -11
View File
@@ -5079,10 +5079,10 @@ void game_process_event( int current_state, int event )
Viewer_mode = Player->saved_viewer_mode;
hud_subspace_notify_abort();
mprintf(( "Player put back to normal mode.\n" ));
if ( Warpout_sound.isValid() ) {
snd_stop( Warpout_sound );
Warpout_sound = sound_handle::invalid();
}
if (Warpout_sound.isValid()) {
snd_stop( Warpout_sound );
Warpout_sound = sound_handle::invalid();
}
}
}
break;
@@ -5118,9 +5118,9 @@ void game_process_event( int current_state, int event )
mprintf(( "Player warped out. Going to debriefing!\n" ));
Player->control_mode = PCM_NORMAL;
Viewer_mode = Player->saved_viewer_mode;
Warpout_sound = sound_handle::invalid();
Warpout_sound = sound_handle::invalid();
send_debrief_event();
send_debrief_event();
break;
case GS_EVENT_STANDALONE_POSTGAME:
@@ -7435,29 +7435,29 @@ void get_version_string(char *str, int max_size)
//
// ----------------------------------------------------------------
static sound_handle Subspace_ambient_left_channel = sound_handle::invalid();
static sound_handle Subspace_ambient_left_channel = sound_handle::invalid();
static sound_handle Subspace_ambient_right_channel = sound_handle::invalid();
//
void game_start_subspace_ambient_sound()
{
if ( !Subspace_ambient_left_channel.isValid() ) {
if (!Subspace_ambient_left_channel.isValid()) {
Subspace_ambient_left_channel = snd_play_looping(gamesnd_get_game_sound(GameSounds::SUBSPACE_LEFT_CHANNEL), -1.0f);
}
if ( !Subspace_ambient_right_channel.isValid() ) {
if (!Subspace_ambient_right_channel.isValid()) {
Subspace_ambient_right_channel = snd_play_looping(gamesnd_get_game_sound(GameSounds::SUBSPACE_RIGHT_CHANNEL), 1.0f);
}
}
void game_stop_subspace_ambient_sound()
{
if ( Subspace_ambient_left_channel.isValid() ) {
if (Subspace_ambient_left_channel.isValid()) {
snd_stop(Subspace_ambient_left_channel);
Subspace_ambient_left_channel = sound_handle::invalid();
}
if ( Subspace_ambient_right_channel.isValid() ) {
if (Subspace_ambient_right_channel.isValid()) {
snd_stop(Subspace_ambient_right_channel);
Subspace_ambient_right_channel = sound_handle::invalid();
}