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wookieejedi f1a25ab47d Per Request add flag for $Disabled or disrupted engines are silent: (#6792)
* Per Request add flag for `$Disabled engines are silent:`

Follow-up to #6781 as there are modders who use engine sound as ambient sound. Also cleans up the sound engine disabled logic.

* cleanup name

* update flag name
2025-06-25 07:50:46 -04:00

874 lines
24 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "cmdline/cmdline.h"
#include "debugconsole/console.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "io/joy_ff.h"
#include "io/timer.h"
#include "object/object.h"
#include "object/objectsnd.h"
#include "render/3d.h"
#include "ship/ship.h"
#include "sound/ds.h"
#include "sound/ds3d.h"
#include "species_defs/species_defs.h"
// // --mharris port hack--
// int ds_using_ds3d();
// int ds_get_channel(int);
// int ds3d_update_buffer(int, float, float, vec3d *, vec3d *);
// --end hack--
// Persistent sounds for objects (pointer to obj_snd is in object struct)
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)
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)
int freq; // valid range: 100 -> 100000 Hz
int flags;
vec3d offset; // offset from the center of the object where the sound lives
const ship_subsys *ss; //Associated subsystem
} obj_snd;
#define SPEED_SOUND 600.0f // speed of sound in FreeSpace
static int MAX_OBJ_SOUNDS_PLAYING = -1; // initialized in obj_snd_level_init()
static int Num_obj_sounds_playing;
static obj_snd obj_snd_list; // head of linked list of object sound structs
static int Doppler_enabled = TRUE;
#define MAX_OBJ_SNDS 256
obj_snd Objsnds[MAX_OBJ_SNDS];
int Obj_snd_enabled = TRUE;
UI_TIMESTAMP Obj_snd_last_update; // timer used to run object sound updates at fixed time intervals
int Obj_snd_level_inited=0;
// ship flyby data
constexpr int FLYBY_MIN_DISTANCE = 90;
constexpr int FLYBY_MIN_RELATIVE_SPEED = 100;
constexpr int FLYBY_MIN_NEXT_TIME = 1 * MILLISECONDS_PER_SECOND; // in ms
constexpr int FLYBY_MIN_REPEAT_TIME = 4 * MILLISECONDS_PER_SECOND; // in ms
static TIMESTAMP Flyby_next_sound;
static TIMESTAMP Flyby_next_repeat;
object *Flyby_last_objp;
// return the world pos of the sound source on a ship.
void obj_snd_source_pos(vec3d *sound_pos, obj_snd *osp)
{
vec3d offset_world;
object *objp = &Objects[osp->objnum];
// get sound pos in world coords
vm_vec_unrotate(&offset_world, &osp->offset, &objp->orient);
vm_vec_add(sound_pos, &objp->pos, &offset_world);
}
// determine what index in this guy the sound is
int obj_snd_find(object *objp, obj_snd *osp)
{
int idx = 0;
for (auto iter = objp->objsnd_num.begin(); iter != objp->objsnd_num.end(); ++iter, ++idx) {
if (*iter == (osp - Objsnds)) {
return idx;
}
}
return -1;
}
// ---------------------------------------------------------------------------------------
// dcf_objsnd()
//
// Debug console function for object linked persistent sounds
//
//XSTR:OFF
DCF(objsnd, "Persistent sound stuff" )
{
char buf1[4];
char buf2[MAX_NAME_LEN];
obj_snd *osp;
SCP_string arg;
if (dc_optional_string_either("help", "--help")) {
dc_printf ("Usage: objsnd [-list]\n");
dc_printf ("[-list] -- displays status of all objects with linked sounds\n");
dc_printf ("with no parameters, object sounds are toggled on/off\n");
return;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf( "Object sounds are: %s\n", (Obj_snd_enabled?"ON":"OFF") );
}
if (dc_optional_string("-list")) {
for ( osp = GET_FIRST(&obj_snd_list); osp !=END_OF_LIST(&obj_snd_list); osp = GET_NEXT(osp) ) {
vec3d source_pos;
float distance;
Assert(osp != NULL);
if (!osp->instance.isValid()) {
continue;
//sprintf(buf1,"OFF");
} else {
sprintf(buf1,"ON");
}
if ( Objects[osp->objnum].type == OBJ_SHIP ) {
strcpy_s(buf2, Ships[Objects[osp->objnum].instance].ship_name);
}
else if ( Objects[osp->objnum].type == OBJ_DEBRIS ) {
sprintf(buf2, "Debris");
}
else {
sprintf(buf2, "Unknown");
}
obj_snd_source_pos(&source_pos, osp);
distance = vm_vec_dist_quick( &source_pos, &View_position );
dc_printf("Object %d => name: %s vol: %.2f pan: %.2f dist: %.2f status: %s\n", osp->objnum, buf2, osp->vol, osp->pan, distance, buf1);
} // end for
dc_printf("Number object-linked sounds playing: %d\n", Num_obj_sounds_playing);
return;
}
if (!dc_maybe_stuff_string_white(arg)) {
// No arguments, toggle snd on/off
if ( Obj_snd_enabled == TRUE ) {
obj_snd_stop_all();
Obj_snd_enabled = FALSE;
} else {
Obj_snd_enabled = TRUE;
}
} else {
dc_printf("Unknown argument '%s'\n", arg.c_str());
}
}
//XSTR:ON
// ---------------------------------------------------------------------------------------
// Debug console function for toggling doppler effection on/off
//
DCF_BOOL( doppler, Doppler_enabled )
// ---------------------------------------------------------------------------------------
// obj_snd_get_slot()
//
// Get a free slot in the Objsnds[] array
//
// returns -1 if no slot is available
int obj_snd_get_slot()
{
int i;
for ( i = 0; i < MAX_OBJ_SNDS; i++ ) {
if ( !(Objsnds[i].flags & OS_IN_USE) )
return i;
}
return -1;
}
// ---------------------------------------------------------------------------------------
// obj_snd_init()
//
// Called once at level start to initialize the persistent object sound system
//
void obj_snd_level_init()
{
int i;
if (MAX_OBJ_SOUNDS_PLAYING < 0)
{
MAX_OBJ_SOUNDS_PLAYING = Cmdline_no_enhanced_sound ? 5 : 12;
}
list_init(&obj_snd_list);
for ( i = 0; i < MAX_OBJ_SNDS; i++ ) {
Objsnds[i].flags = 0;
}
Num_obj_sounds_playing = 0;
Flyby_next_sound = TIMESTAMP::immediate();
Flyby_next_repeat = TIMESTAMP::immediate();
Flyby_last_objp = NULL;
Obj_snd_last_update = ui_timestamp();
if ( !snd_is_inited() ) {
Obj_snd_enabled = FALSE;
return;
}
Obj_snd_level_inited=1;
}
// ---------------------------------------------------------------------------------------
// obj_snd_stop()
//
// Stop a persistent sound from playing.
//
// parameters: objp => pointer to object that sound is to be stopped for
//
//
void obj_snd_stop(object *objp, int index)
{
obj_snd *osp;
// sanity
if(index >= (int) objp->objsnd_num.size()){
Error(LOCATION, "Object sound index %d is bigger than the actual size %d!", index, (int) objp->objsnd_num.size());
return;
}
// if index is -1, kill all sounds for this guy
if(index == -1){
// kill all sounds for this guy
for(SCP_vector<int>::iterator iter = objp->objsnd_num.begin(); iter != objp->objsnd_num.end(); ++iter){
if ( *iter == -1 ){
continue;
}
osp = &Objsnds[*iter];
if (osp->instance.isValid()) {
snd_stop(osp->instance);
osp->instance = sound_handle::invalid();
switch(objp->type) {
case OBJ_SHIP:
case OBJ_GHOST:
case OBJ_DEBRIS:
case OBJ_ASTEROID:
case OBJ_WEAPON:
Num_obj_sounds_playing--;
Assert(Num_obj_sounds_playing >= 0);
break;
default:
Int3(); // get Alan
break;
}
}
}
} else {
if ( objp->objsnd_num[index] == -1 ){
return;
}
osp = &Objsnds[objp->objsnd_num[index]];
if (osp->instance.isValid()) {
snd_stop(osp->instance);
osp->instance = sound_handle::invalid();
switch(objp->type) {
case OBJ_SHIP:
case OBJ_GHOST:
case OBJ_DEBRIS:
case OBJ_ASTEROID:
case OBJ_WEAPON:
Num_obj_sounds_playing--;
Assert(Num_obj_sounds_playing >= 0);
break;
default:
Int3(); // get Alan
break;
}
}
}
}
// ---------------------------------------------------------------------------------------
// obj_snd_stop_all()
//
// Stop all object-linked persistent sounds from playing
//
//
void obj_snd_stop_all()
{
object* A;
for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
// we probably don't want to skip should-be-dead objects here
obj_snd_stop(A, -1);
}
}
/**
* Stop a playing object sound, if it is quieter than sound at new_distance
*
* @param new_vol Volume of requested sound to play
*
* @return true A sound was stopped
* @return false A sound was not stopped
*/
bool obj_snd_stop_lowest_vol(float new_vol)
{
obj_snd *osp;
object *objp = NULL;
obj_snd *lowest_vol_osp = NULL;
float lowest_vol;
int obj_snd_index = -1;
lowest_vol = 1000.0f;
for ( osp = GET_FIRST(&obj_snd_list); osp !=END_OF_LIST(&obj_snd_list); osp = GET_NEXT(osp) ) {
Assert(osp->objnum != -1);
objp = &Objects[osp->objnum];
if ((osp->instance.isValid()) && (osp->vol < lowest_vol)) {
lowest_vol = osp->vol;
lowest_vol_osp = osp;
}
}
if (lowest_vol_osp != NULL)
objp = &Objects[lowest_vol_osp->objnum];
if ( (lowest_vol < new_vol) && (objp != NULL) ) {
obj_snd_index = obj_snd_find(objp, lowest_vol_osp);
if((obj_snd_index == -1) || (obj_snd_index >= (int) objp->objsnd_num.size())){
Int3(); // get dave
} else {
obj_snd_stop(objp, obj_snd_index);
}
return true;
}
return false;
}
//int Debug_1 = 0, Debug_2 = 0;
// ---------------------------------------------------------------------------------------
// maybe_play_flyby_snd()
//
// Based on how close the object is to the camera (and relative speed), maybe
// play a flyby sound. Only play flyby sound for OBJ_SHIP objects.
//
// NOTE: global data Flyby_last_objp, Flyby_next_sound, Flyby_next_repeat are
// used.
//
void maybe_play_flyby_snd(float closest_dist, object *closest_objp, object *listener_objp)
{
if ( closest_objp == NULL || closest_objp->type != OBJ_SHIP || closest_objp == listener_objp ) {
return;
}
if ( closest_dist < FLYBY_MIN_DISTANCE ) {
float relative_speed;
vec3d diff;
vm_vec_sub(&diff, &listener_objp->phys_info.vel, &closest_objp->phys_info.vel);
relative_speed = vm_vec_mag_quick(&diff);
if ( relative_speed > FLYBY_MIN_RELATIVE_SPEED ) {
if ( timestamp_elapsed(Flyby_next_sound) ) {
if ( closest_objp == Flyby_last_objp ) {
if ( timestamp_elapsed(Flyby_next_repeat) ) {
Flyby_next_repeat = _timestamp(FLYBY_MIN_REPEAT_TIME);
}
else
return;
}
Assert(closest_objp->type == OBJ_SHIP);
if(closest_objp->type != OBJ_SHIP){
return;
}
// check to see if a flyby sound is specified in ship class
// if not, then pick a random species-based sound
ship_info* sip = &Ship_info[Ships[closest_objp->instance].ship_info_index];
game_snd *snd;
if (sip->flyby_snd.isValid()) {
snd = gamesnd_get_game_sound(sip->flyby_snd);
} else {
if (sip->flags[Ship::Info_Flags::Bomber])
snd = &Species_info[sip->species].snd_flyby_bomber;
else
snd = &Species_info[sip->species].snd_flyby_fighter;
}
if (snd->sound_entries.empty())
return; // This class or species does not define any relevant flyby sounds
// play da sound
snd_play_3d(snd, &closest_objp->pos, &View_position);
//float dist = vm_vec_dist(&closest_objp->pos, &View_position);
//nprintf(("AI", "Frame %i: Playing flyby sound, species = %i, size = %i, dist = %7.3f\n", Framecount, species, ship_size, dist));
// nprintf(("AI", "Frame %i: Playing flyby sound, species = %i, size = %i, dist = %7.3f\n", Framecount, Debug_1, Debug_2, dist));
//Debug_1 = (Debug_1+1)%3;
//Debug_2 = (Debug_2+1)%2;
joy_ff_fly_by(100 - (int) (100.0f * closest_dist / FLYBY_MIN_DISTANCE));
Flyby_next_sound = _timestamp(FLYBY_MIN_NEXT_TIME);
Flyby_last_objp = closest_objp;
}
}
}
}
// ---------------------------------------------------------------------------------------
// obj_snd_do_frame()
//
// Called once per frame to process the persistent sound objects
//
void obj_snd_do_frame()
{
float closest_dist, distance, speed_vol_multiplier, rot_vol_mult, percent_max, alive_vol_mult;
obj_snd *osp;
object *objp, *closest_objp;
game_snd *gs;
int channel;
vec3d source_pos;
float add_distance;
if ( Obj_snd_enabled == FALSE )
return;
if ( ui_timestamp_since(Obj_snd_last_update) > 20 ) {
Obj_snd_last_update = ui_timestamp();
} else {
return;
}
closest_dist = 1000000.0f;
closest_objp = nullptr;
object *observer_obj = nullptr;
if (Viewer_obj != nullptr) {
observer_obj = Viewer_obj;
} else if (Viewer_mode & VM_OTHER_SHIP && Player_ai->target_objnum != -1) {
// apparently Viewer_obj is still null when Viewing Other Ship externally
observer_obj = &Objects[Player_ai->target_objnum];
} else {
observer_obj = Player_obj;
}
for ( osp = GET_FIRST(&obj_snd_list); osp !=END_OF_LIST(&obj_snd_list); osp = GET_NEXT(osp) ) {
Assert(osp != nullptr);
objp = &Objects[osp->objnum];
if ((Player_obj == objp) && (observer_obj == Player_obj) && !(osp->flags & OS_PLAY_ON_PLAYER)) {
// we don't play sounds if the view is from the player
// unless OS_PLAY_ON_PLAYER was set manually
continue;
}
gs = gamesnd_get_game_sound(osp->id);
if (gs->flags & GAME_SND_NOT_VALID) {
continue;
}
bool obj_is_ship = (objp->type == OBJ_SHIP);
obj_snd_source_pos(&source_pos, osp);
distance = vm_vec_dist_quick( &source_pos, &View_position );
// how much extra distance do we add before attentuation?
add_distance = 0.0f;
if(osp->flags & OS_MAIN){
add_distance = objp->radius;
}
distance -= add_distance;
if ( distance < 0.0f ) {
distance = 0.0f;
}
// save closest distance (used for flyby sound) if this is a small ship (and not the observer)
if ( (obj_is_ship) && (distance < closest_dist) && (objp != observer_obj) ) {
if ( Ship_info[Ships[objp->instance].ship_info_index].is_small_ship() ) {
closest_dist = distance;
closest_objp = objp;
}
}
speed_vol_multiplier = 1.0f;
rot_vol_mult = 1.0f;
alive_vol_mult = 1.0f;
if ( obj_is_ship ) {
ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
// we don't want to start the engine sound unless the ship is
// moving (unless flag SIF_BIG_SHIP is set)
if ( (osp->flags & OS_ENGINE) && (!(sip->is_big_or_huge()) || Unify_minimum_engine_sound) ) {
if ( objp->phys_info.max_vel.xyz.z <= 0.0f ) {
percent_max = 0.0f;
}
else
percent_max = objp->phys_info.fspeed / objp->phys_info.max_vel.xyz.z;
if ( sip->min_engine_vol == -1.0f) {
// Retail behavior: volume ramps from 0.5 (when stationary) to 1.0 (when at half speed)
if ( percent_max >= 0.5f ) {
speed_vol_multiplier = 1.0f;
} else {
speed_vol_multiplier = 0.5f + (percent_max); // linear interp: 0.5->1.0 when 0.0->0.5
}
} else {
// Volume ramps from min_engine_vol (when stationary) to 1.0 (when at full speed)
speed_vol_multiplier = sip->min_engine_vol + ((1.0f - sip->min_engine_vol) * percent_max);
}
}
// check conditions for subsystem sounds
if (osp->ss != nullptr)
{
if (osp->flags & OS_TURRET_BASE_ROTATION)
{
if (osp->ss->base_rotation_rate_pct > 0.0f)
rot_vol_mult = ((0.25f + (0.75f * osp->ss->base_rotation_rate_pct)) * osp->ss->system_info->turret_base_rotation_snd_mult);
else
rot_vol_mult = 0.0f;
}
if (osp->flags & OS_TURRET_GUN_ROTATION)
{
if (osp->ss->gun_rotation_rate_pct > 0.0f)
rot_vol_mult = ((0.25f + (0.75f * osp->ss->gun_rotation_rate_pct)) * osp->ss->system_info->turret_gun_rotation_snd_mult);
else
rot_vol_mult = 0.0f;
}
if (osp->flags & OS_SUBSYS_ROTATION )
{
if (osp->ss->flags[Ship::Subsystem_Flags::Rotates]) {
rot_vol_mult = 1.0f;
} else {
rot_vol_mult = 0.0f;
}
}
if (osp->flags & OS_SUBSYS_ALIVE)
{
if (osp->ss->current_hits > 0.0f) {
alive_vol_mult = 1.0f;
} else {
alive_vol_mult = 0.0f;
}
}
if (osp->flags & OS_SUBSYS_DEAD)
{
if (osp->ss->current_hits <= 0.0f) {
alive_vol_mult = 1.0f;
} else {
alive_vol_mult = 0.0f;
}
}
if (osp->flags & OS_SUBSYS_DAMAGED)
{
alive_vol_mult = osp->ss->current_hits / osp->ss->max_hits;
CLAMP(alive_vol_mult, 0.0f, 1.0f);
}
}
}
if ( !osp->instance.isValid() ) {
bool go_ahead_flag = true;
float new_vol;
// if this is a 3D sound, check distance
// (since non-3D sounds have gs->max set to 0, they will never be played)
if ( distance < gs->max ) {
float max_vol = gs->volume_range.max();
if ( distance <= gs->min ) {
new_vol = max_vol;
}
else {
new_vol = max_vol - (distance - gs->min) * max_vol
/ (gs->max - gs->min);
}
if ( new_vol < 0.1f ) {
continue;
}
switch( objp->type ) {
case OBJ_SHIP:
case OBJ_DEBRIS:
case OBJ_ASTEROID:
case OBJ_WEAPON:
if ( Num_obj_sounds_playing >= MAX_OBJ_SOUNDS_PLAYING ) {
go_ahead_flag = obj_snd_stop_lowest_vol(new_vol);
}
break;
default:
UNREACHABLE("Unhandled object type %d for persistent sound; get a coder!", objp->type);
break;
} // end switch
if ( go_ahead_flag ) {
int is_looping = (osp->flags & OS_LOOPING_DISABLED) ? 0 : 1;
osp->instance = snd_play_3d(gs, &source_pos, &View_position, add_distance, &objp->phys_info.vel, is_looping, 1.0f, SND_PRIORITY_TRIPLE_INSTANCE, nullptr, 1.0f, 0, true);
if (osp->instance.isValid()) {
Num_obj_sounds_playing++;
}
}
Assert(Num_obj_sounds_playing <= MAX_OBJ_SOUNDS_PLAYING);
}
}
else {
// sound has finished playing and won't be played again
if ((osp->flags & OS_LOOPING_DISABLED) && !snd_is_playing(osp->instance)) {
auto osp_prev = GET_PREV(osp);
// non-looping sounds that have already played once need to be removed from the object sound list
int sound_index = obj_snd_find(objp, osp);
obj_snd_delete(objp, sound_index);
// don't corrupt the iterating loop (next iteration will move to the deleted osp's next sibling)
osp = osp_prev;
continue;
}
// currently playing sound has gone past maximum
if ( distance > gamesnd_get_game_sound(osp->id)->max ) {
int sound_index = obj_snd_find(objp, osp);
Assert(sound_index != -1);
obj_snd_stop(objp, sound_index);
}
}
if (!osp->instance.isValid())
continue;
bool sound_allowed = true;
ship* sp = nullptr;
if (obj_is_ship) {
sp = &Ships[objp->instance];
if (osp->flags & OS_ENGINE) {
bool disabled_and_silent = Disabled_or_disrupted_engines_silent &&
(sp->flags[Ship::Ship_Flags::Disabled] || ship_subsys_disrupted(sp, SUBSYSTEM_ENGINE));
sound_allowed = (sp->flags[Ship::Ship_Flags::Engine_sound_on]) && !disabled_and_silent;
}
}
channel = ds_get_channel(osp->instance);
// for DirectSound3D sounds, re-establish the maximum speed based on the
// speed_vol_multiplier
if ( sound_allowed ) {
snd_set_volume( osp->instance, gs->volume_range.next() *speed_vol_multiplier*rot_vol_mult*alive_vol_mult );
}
else {
// engine sound is disabled
snd_set_volume( osp->instance, 0.0f );
}
vec3d vel = objp->phys_info.vel;
// Don't play doppler effect for cruisers or capitals
if (obj_is_ship) {
if ( Ship_info[sp->ship_info_index].is_big_or_huge() ) {
vel = vmd_zero_vector;
}
}
ds3d_update_buffer(channel, i2fl(gs->min), i2fl(gs->max), &source_pos, &vel);
snd_get_3d_vol_and_pan(gs, &source_pos, &osp->vol, &osp->pan, add_distance);
} // end for
// see if we want to play a flyby sound
maybe_play_flyby_snd(closest_dist, closest_objp, observer_obj);
}
// ---------------------------------------------------------------------------------------
// obj_snd_assign()
//
// Assign a persistent sound to an object.
//
// parameters: objnum => index of object that sound is being assigned to
// i => Index into Snds[] array
// fname => filename of sound to play ( so DS3D can load the sound )
//
// returns: -1 => sound could not be assigned (possible, since only MAX_OBJECT_SOUNDS persistent
// sound can be assigned per object).
// >= 0 => sound was successfully assigned
//
int obj_snd_assign(int objnum, gamesnd_id sndnum, const vec3d *pos, int flags, const ship_subsys *associated_sub)
{
Assertion(pos != nullptr, "Sound position must not be null!");
if(objnum < 0 || objnum >= MAX_OBJECTS)
return -1;
if(!sndnum.isValid())
return -1;
if ( Obj_snd_enabled == FALSE )
return -1;
//Initialize object sound list, if not initialized
if (!Obj_snd_level_inited)
obj_snd_level_init();
obj_snd *snd = NULL;
object *objp = &Objects[objnum];
int sound_index;
int idx = 0;
// try and find a valid objsound index
sound_index = -1;
for(SCP_vector<int>::iterator iter = objp->objsnd_num.begin(); iter != objp->objsnd_num.end(); ++iter, ++idx){
if(*iter == -1){
sound_index = idx;
break;
}
}
// no sound slot free, make a new one!
if ( sound_index == -1 ){
sound_index = (int) objp->objsnd_num.size();
objp->objsnd_num.push_back(-1);
}
objp->objsnd_num[sound_index] = obj_snd_get_slot();
if ( objp->objsnd_num[sound_index] == -1 ) {
nprintf(("Sound", "SOUND ==> No free object-linked sounds left\n"));
return -1;
}
snd = &Objsnds[objp->objsnd_num[sound_index]];
snd->flags = OS_IN_USE;
if(flags > 0){
snd->flags |= flags;
}
snd->id = sndnum;
snd->instance = sound_handle::invalid();
snd->vol = 0.0f;
snd->objnum = OBJ_INDEX(objp);
snd->next_update = 1;
snd->offset = *pos;
snd->ss = associated_sub;
// vm_vec_sub(&snd->offset, pos, &objp->pos);
// add objp to the obj_snd_list
list_append( &obj_snd_list, snd );
return sound_index;
}
// ---------------------------------------------------------------------------------------
// obj_snd_delete()
//
// Remove a persistent sound that has been assigned to an object.
//
// parameters: objnum => index of object that sound is being removed from.
// index => index of sound in objsnd_num
//
void obj_snd_delete(object *objp, int index)
{
Assert(index > -1 && index < (int) objp->objsnd_num.size());
obj_snd *osp = &Objsnds[objp->objsnd_num[index]];
//Stop the sound
obj_snd_stop(objp, index);
// remove objp from the obj_snd_list
list_remove( &obj_snd_list, osp );
osp->objnum = -1;
osp->flags = 0;
osp = NULL;
objp->objsnd_num[index] = -1;
}
// ---------------------------------------------------------------------------------------
// obj_snd_delete_type()
//
// Remove every similar persistent sound that has been assigned to an object.
//
// parameters: objnum => index of object that sound is being removed from.
// sndnum => index of sound that we're trying to completely get rid of
// -1 to delete all persistent sounds on ship.
//
//
void obj_snd_delete_type(int objnum, gamesnd_id sndnum, ship_subsys *ss)
{
object *objp;
obj_snd *osp;
if(objnum < 0 || objnum >= MAX_OBJECTS)
return;
objp = &Objects[objnum];
int idx = 0;
//Go through the list and get sounds that match criteria
for(SCP_vector<int>::iterator iter = objp->objsnd_num.begin(); iter != objp->objsnd_num.end(); ++iter, ++idx){
// no sound
if ( *iter == -1 ){
continue;
}
osp = &Objsnds[*iter];
// if we're just deleting a specific sound type
// and this is not one of them. skip it.
//Also check if this is assigned to the right subsystem, if one has been given.
if(((sndnum.isValid()) && (osp->id != sndnum))
|| ((ss != NULL) && (osp->ss != ss))){
continue;
}
obj_snd_delete(objp, idx);
}
}
// ---------------------------------------------------------------------------------------
// obj_snd_delete_all()
//
// Remove all persistent sounds
//
void obj_snd_delete_all()
{
int idx;
for(idx=0; idx<MAX_OBJ_SNDS; idx++){
if(Objsnds[idx].flags & OS_IN_USE){
obj_snd_delete_type(Objsnds[idx].objnum);
}
}
}
// ---------------------------------------------------------------------------------------
// obj_snd_close()
//
// Called once at game close to de-initialize the persistent object sound system
//
void obj_snd_level_close()
{
if ( !Obj_snd_level_inited ) {
return;
}
obj_snd_delete_all();
Obj_snd_level_inited=0;
}