mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
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1185 lines
31 KiB
C++
1185 lines
31 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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/*
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* $Logfile: /Freespace2/code/Object/ObjectSnd.cpp $
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* $Revision: 2.13 $
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* $Date: 2006-04-03 07:48:03 $
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* $Author: wmcoolmon $
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*
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* C module for managing object-linked persistant sounds
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.12 2005/10/23 19:08:01 taylor
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* fix crashes and minor slowdowns when sound is disabled (-nosound)
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*
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* Revision 2.11 2005/09/25 05:13:07 Goober5000
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* hopefully complete species upgrade
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* --Goober5000
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*
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* Revision 2.10 2005/07/13 02:01:30 Goober5000
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* fixed a bunch of "issues" caused by me with the species stuff
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* --Goober5000
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*
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* Revision 2.9 2005/07/13 00:44:23 Goober5000
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* improved species support and removed need for #define
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* --Goober5000
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*
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* Revision 2.8 2005/04/25 00:28:58 wmcoolmon
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* subsystem sounds
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*
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* Revision 2.7 2005/04/05 05:53:21 taylor
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* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
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*
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* Revision 2.6 2004/07/26 20:47:45 Kazan
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* remove MCD complete
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*
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* Revision 2.5 2004/07/12 16:32:59 Kazan
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* MCD - define _MCD_CHECK to use memory tracking
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*
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* Revision 2.4 2004/03/05 09:01:57 Goober5000
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* Uber pass at reducing #includes
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* --Goober5000
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*
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* Revision 2.3 2003/03/18 01:44:31 Goober5000
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* fixed some misspellings
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* --Goober5000
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*
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* Revision 2.2 2002/08/01 01:41:09 penguin
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* The big include file move
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*
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* Revision 2.1 2002/07/07 19:55:59 penguin
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* Back-port to MSVC
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*
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* Revision 2.0 2002/06/03 04:02:27 penguin
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* Warpcore CVS sync
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*
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* Revision 1.2 2002/05/04 04:52:22 mharris
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* 1st draft at porting
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*
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* Revision 1.1 2002/05/02 18:03:11 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 11 9/08/99 8:56a Mikek
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* Blast. Suppress a debug warning.
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*
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* 10 9/08/99 8:56a Mikek
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* Whoops, broke the build with debug code.
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*
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* 9 9/08/99 8:42a Mikek
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* Make flyby sounds a lot easier to trigger. Decrease some thresholds
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* and remove the dot product check. This is handled by the delta
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* velocity check.
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*
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* 8 7/01/99 4:23p Dave
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* Full support for multiple linked ambient engine sounds. Added "big
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* damage" flag.
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*
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* 7 7/01/99 11:44a Dave
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* Updated object sound system to allow multiple obj sounds per ship.
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* Added hit-by-beam sound. Added killed by beam sound.
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*
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* 6 6/25/99 3:08p Dave
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* Multiple flyby sounds.
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*
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* 5 5/23/99 8:11p Alanl
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* Added support for EAX
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*
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* 4 5/18/99 11:50a Andsager
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* Remove unused object type OBJ_GHOST_SAVE
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*
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* 3 4/23/99 12:01p Johnson
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* Added SIF_HUGE_SHIP
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*
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* 2 10/07/98 10:53a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:50a Dave
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*
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* 59 5/15/98 5:16p Dave
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* Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
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* status for team vs. team. Put in asserts to check for invalid team vs.
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* team situations.
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*
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* 58 5/07/98 12:24a Hoffoss
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* Finished up sidewinder force feedback support.
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*
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* 57 5/06/98 1:29p Dan
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* AL: allow engine sounds to play polyphonically
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*
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* 56 5/06/98 10:27a Dan
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* AL: Fix bug with object sounds and Aureal
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*
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* 55 4/19/98 9:32p Lawrance
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* Add support for Shivan flyby sound
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*
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* 54 4/18/98 9:12p Lawrance
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* Added Aureal support.
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*
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* 53 4/12/98 5:31p Lawrance
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* use timer_get_milliseconds() instead of gettime()
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*
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* 52 4/08/98 8:33p Lawrance
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* increase distance at which flyby sound is heard
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*
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* 51 4/01/98 9:21p John
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* Made NDEBUG, optimized build with no warnings or errors.
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*
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* 50 3/21/98 3:36p Lawrance
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* Don't change frequency unless a threshold change has been reached.
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*
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* 49 3/19/98 5:34p Lawrance
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* Only play flyby sound if both ships involved are above a minimum speed
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*
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* 48 3/18/98 9:49a Lawrance
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* fix uninitialized data bug
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*
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* 47 3/17/98 5:55p Lawrance
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* Support object-linked sounds for asteroids.
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*
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* 46 3/14/98 4:59p Lawrance
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* Fix bug with object sounds not getting cleared
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*
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* 45 2/22/98 2:48p John
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* More String Externalization Classification
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*
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* 44 2/20/98 8:32p Lawrance
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* Add radius parm to sound_play_3d()
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*
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* 43 2/12/98 11:53p Lawrance
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* move engine pos closer to center of ship, ensure flyby sounds only play
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* when flying past a small ship
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*
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* 42 2/11/98 5:38p Dave
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* Put in a global inited flag for objsound.
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*
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* 41 2/11/98 11:30a Dan
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* AL: fix DirectSound3D bug
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*
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* 40 2/11/98 10:28a Lawrance
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* Fix attenuation problems related to engine position.
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*
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* 39 2/09/98 9:09p Lawrance
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* ensure we don't get two flyby sounds too close together
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*
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* 38 2/02/98 8:23p Lawrance
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* double distance at which a flyby sound is played
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*
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* 37 1/29/98 10:31a Lawrance
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* Don't play doppler effect for cruisers and capital ships
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*
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* 36 1/20/98 10:04a Lawrance
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* fix volume bug, do obj_snd_do_frame at 10Hz
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*
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* 35 1/20/98 9:47a Mike
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* Suppress optimized compiler warnings.
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* Some secondary weapon work.
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*
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* 34 1/10/98 1:14p John
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* Added explanation to debug console commands
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*
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* 33 12/21/97 4:33p John
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* Made debug console functions a class that registers itself
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* automatically, so you don't need to add the function to
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* debugfunctions.cpp.
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*
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* 32 11/20/97 6:45p Lawrance
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* allow two looping debris sounds to play
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*
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* 31 11/04/97 10:18a Dan
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* initialize closest_obj to NULL
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*
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* 30 11/03/97 11:09p Lawrance
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* Only play flyby sound for ships (ie not debris).
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*
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* 29 10/26/97 3:22p Lawrance
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* use volume and not distance when deciding which engine sounds to play
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*
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* 28 10/22/97 10:37a Johnson
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* ALAN: ensure that object sounds are only deleted once
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*
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* 27 10/10/97 7:43p Lawrance
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* use SF_ENGINES_ON flag
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*
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* 26 10/06/97 4:13p Lawrance
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* use engine pos when updating volume for object sounds
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*
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* 25 10/01/97 5:55p Lawrance
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* change call to snd_play_3d() to allow for arbitrary listening position
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*
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* 24 9/18/97 7:58a Lawrance
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* use rear of ship when deciding where to play the engine sound
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*
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* 23 9/11/97 5:01p Dave
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* Minor changes to handle ingame joining/dropping for multiplayer.
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*
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* 22 9/03/97 5:02p Lawrance
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* add engine stuttering when a ship is dying
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*
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* 21 8/29/97 5:04p Dave
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* Made sure ghost objects are handled correctly.
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*
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* 20 7/28/97 11:38a Lawrance
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* let ship engine scale with speed for DirectSound3D engine sounds too
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*
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* 19 7/27/97 5:14p Lawrance
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* add afterburners to the player control info
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*
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* 18 7/14/97 12:04a Lawrance
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* make Obj_snd_enabled visible
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*
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* 17 7/09/97 12:07a Mike
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* Changes in ship_info struct.
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*
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* 16 7/08/97 11:38a Lawrance
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* added SIF_BIG_SHIP flag (used for object-linked engine sounds)
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*
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* 15 6/23/97 10:15a Lawrance
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* fix bug with object linked sounds not stopping playing sounds
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*
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* 14 6/19/97 2:05p Lawrance
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* when stopping a linked sound, stop it right away
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*
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* 13 6/09/97 11:50p Lawrance
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* integrating DirectSound3D
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*
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* 12 6/08/97 5:59p Lawrance
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* comment out ds3d stuff for now
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*
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* 11 6/06/97 4:13p Lawrance
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* use an index instead of a pointer for object-linked sounds
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*
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* 10 6/05/97 1:37a Lawrance
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* change to support snd_get_vol_and_pan()
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*
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* 9 6/05/97 1:07a Lawrance
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* changes to support sound interface
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*
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* 8 6/02/97 1:50p Lawrance
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* supporting integration with Direct3D
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*
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* 7 5/18/97 2:40p Lawrance
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* added debug function to toggle doppler effect
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*
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* 6 5/15/97 9:05a Lawrance
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* comment out some debugging nprintf()'s
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*
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* 5 5/14/97 10:47a Lawrance
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* only play external engine sound for loudest ship
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*
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* 4 5/09/97 4:33p Lawrance
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* doppler effects
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*
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* 3 5/09/97 9:41a Lawrance
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* modified comments
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*
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* 2 5/08/97 4:30p Lawrance
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* split off object sound stuff into separate file
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*
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* $NoKeywords: $
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*/
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#include "globalincs/pstypes.h"
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#include "object/object.h"
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#include "object/objectsnd.h"
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#include "globalincs/linklist.h"
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#include "ship/ship.h"
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#include "gamesnd/gamesnd.h"
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#include "sound/ds.h"
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#include "sound/ds3d.h"
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#include "io/timer.h"
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#include "render/3d.h"
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#include "io/joy_ff.h"
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#include "species_defs/species_defs.h"
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// // --mharris port hack--
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// int ds_using_ds3d();
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// int ds_get_channel(int);
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// int ds3d_update_buffer(int, float, float, vec3d *, vec3d *);
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// --end hack--
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// Persistant sounds for objects (pointer to obj_snd is in object struct)
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typedef struct _obj_snd {
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_obj_snd *next, *prev;
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int objnum; // object index of object that contains this sound
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int id; // Index into Snds[] array
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int instance; // handle of currently playing sound (a ds3d handle if USES_DS3D flag set)
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int next_update; // timestamp that marks next allowed vol/pan change
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float vol; // volume of sound (range: 0.0 -> 1.0)
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float pan; // pan of sound (range: -1.0 -> 1.0)
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int freq; // valid range: 100 -> 100000 Hz
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int flags;
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vec3d offset; // offset from the center of the object where the sound lives
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ship_subsys *ss; //Associated subsystem
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} obj_snd;
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#define VOL_PAN_UPDATE 50 // time in ms to update a persistant sound vol/pan
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#define MIN_PERSISTANT_VOL 0.10f
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#define MIN_FORWARD_SPEED 5
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#define SPEED_SOUND 600.0f // speed of sound in FreeSpace
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#define MAX_OBJ_SOUNDS_PLAYING 5
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static int Num_obj_sounds_playing;
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#define OBJSND_CHANGE_FREQUENCY_THRESHOLD 10
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static obj_snd obj_snd_list; // head of linked list of object sound structs
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static int Doppler_enabled = TRUE;
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#define MAX_OBJ_SNDS 256
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obj_snd Objsnds[MAX_OBJ_SNDS];
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int Obj_snd_enabled = TRUE;
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int Obj_snd_last_update; // timer used to run object sound updates at fixed time intervals
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int Obj_snd_level_inited=0;
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// ship flyby data
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#define FLYBY_MIN_DISTANCE 90
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#define FLYBY_MIN_SPEED 50
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#define FLYBY_MIN_RELATIVE_SPEED 100
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#define FLYBY_MIN_NEXT_TIME 1000 // in ms
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#define FLYBY_MIN_REPEAT_TIME 4000 // in ms
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int Flyby_next_sound;
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int Flyby_next_repeat;
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object *Flyby_last_objp;
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// return the world pos of the sound source on a ship.
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void obj_snd_source_pos(vec3d *sound_pos, obj_snd *osp)
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{
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vec3d offset_world;
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object *objp = &Objects[osp->objnum];
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// get sound pos in world coords
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vm_vec_unrotate(&offset_world, &osp->offset, &objp->orient);
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vm_vec_add(sound_pos, &objp->pos, &offset_world);
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}
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// ---------------------------------------------------------------------------------------
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// dcf_objsnd()
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//
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// Debug console function for object linked persistant sounds
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//
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//XSTR:OFF
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DCF(objsnd, "Persistant sound stuff" )
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{
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char buf1[16], buf2[64];
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obj_snd *osp;
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if ( Dc_command ) {
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dc_get_arg(ARG_STRING|ARG_NONE);
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if ( Dc_arg_type & ARG_NONE ) {
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if ( Obj_snd_enabled == TRUE ) {
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obj_snd_stop_all();
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Obj_snd_enabled = FALSE;
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}
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else {
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Obj_snd_enabled = TRUE;
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}
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}
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if ( !stricmp( Dc_arg, "list" )) {
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for ( osp = GET_FIRST(&obj_snd_list); osp !=END_OF_LIST(&obj_snd_list); osp = GET_NEXT(osp) ) {
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Assert(osp != NULL);
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if ( osp->instance == -1 ) {
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continue;
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//sprintf(buf1,"OFF");
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} else {
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sprintf(buf1,"ON");
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}
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if ( Objects[osp->objnum].type == OBJ_SHIP ) {
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sprintf(buf2, Ships[Objects[osp->objnum].instance].ship_name);
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}
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else if ( Objects[osp->objnum].type == OBJ_DEBRIS ) {
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sprintf(buf2, "Debris");
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}
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else {
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sprintf(buf2, "Unknown");
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}
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vec3d source_pos;
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float distance;
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obj_snd_source_pos(&source_pos, osp);
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distance = vm_vec_dist_quick( &source_pos, &View_position );
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dc_printf("Object %d => name: %s vol: %.2f pan: %.2f dist: %.2f status: %s\n", osp->objnum, buf2, osp->vol, osp->pan, distance, buf1);
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} // end for
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dc_printf("Number object-linked sounds playing: %d\n", Num_obj_sounds_playing);
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}
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}
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if ( Dc_help ) {
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dc_printf ("Usage: objsnd [list]\n");
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dc_printf ("[list] -- displays status of all objects with linked sounds\n");
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dc_printf ("with no parameters, object sounds are toggled on/off\n");
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Dc_status = 0;
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}
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if ( Dc_status ) {
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dc_printf( "Object sounds are: %s\n", (Obj_snd_enabled?"ON":"OFF") );
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}
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}
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//XSTR:ON
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// ---------------------------------------------------------------------------------------
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// Debug console function for toggling doppler effection on/off
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//
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DCF_BOOL( doppler, Doppler_enabled )
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// ---------------------------------------------------------------------------------------
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// obj_snd_get_slot()
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//
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// Get a free slot in the Objsnds[] array
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//
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// returns -1 if no slot is available
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int obj_snd_get_slot()
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{
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int i;
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for ( i = 0; i < MAX_OBJ_SNDS; i++ ) {
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if ( !(Objsnds[i].flags & OS_USED) )
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return i;
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}
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return -1;
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}
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// ---------------------------------------------------------------------------------------
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// obj_snd_init()
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//
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// Called once at level start to initialize the persistant object sound system
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//
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void obj_snd_level_init()
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{
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int i;
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list_init(&obj_snd_list);
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for ( i = 0; i < MAX_OBJ_SNDS; i++ ) {
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Objsnds[i].flags = 0;
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}
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Num_obj_sounds_playing = 0;
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Flyby_next_sound = 1;
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Flyby_next_repeat = 1;
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Flyby_last_objp = NULL;
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Obj_snd_last_update=0;
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if ( !snd_is_inited() ) {
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Obj_snd_enabled = FALSE;
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return;
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}
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Obj_snd_level_inited=1;
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}
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// ---------------------------------------------------------------------------------------
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// obj_snd_stop()
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//
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// Stop a persistant sound from playing.
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//
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// parameters: objp => pointer to object that sound is to be stopped for
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//
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//
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void obj_snd_stop(object *objp, int index)
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{
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obj_snd *osp;
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int idx;
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// sanity
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if(index >= MAX_OBJECT_SOUNDS){
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Int3();
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return;
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}
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// if index is -1, kill all sounds for this guy
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if(index == -1){
|
|
// kill all sounds for this guy
|
|
for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
|
|
if ( objp->objsnd_num[idx] == -1 ){
|
|
continue;
|
|
}
|
|
|
|
osp = &Objsnds[objp->objsnd_num[idx]];
|
|
|
|
if ( osp->instance != -1 ) {
|
|
snd_stop(osp->instance);
|
|
osp->instance = -1;
|
|
switch(objp->type) {
|
|
case OBJ_SHIP:
|
|
case OBJ_GHOST:
|
|
case OBJ_DEBRIS:
|
|
case OBJ_ASTEROID:
|
|
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 != -1 ) {
|
|
snd_stop(osp->instance);
|
|
osp->instance = -1;
|
|
switch(objp->type) {
|
|
case OBJ_SHIP:
|
|
case OBJ_GHOST:
|
|
case OBJ_DEBRIS:
|
|
case OBJ_ASTEROID:
|
|
Num_obj_sounds_playing--;
|
|
Assert(Num_obj_sounds_playing >= 0);
|
|
break;
|
|
|
|
default:
|
|
Int3(); // get Alan
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
// obj_snd_stop_all()
|
|
//
|
|
// Stop all object-linked persistant 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) ) {
|
|
if ( A ) {
|
|
obj_snd_stop(A, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
// obj_snd_get_freq()
|
|
//
|
|
// Calculate the frequency of a sound to be played, based on the relative velocities
|
|
// of the source and observor
|
|
//
|
|
// returns: frequency of the sound
|
|
//
|
|
int obj_snd_get_freq(int source_freq, object* source, object* observor, vec3d *source_pos)
|
|
{
|
|
vec3d v_os, v_so; // os == observor to source, so == source to observor
|
|
float vo, vs, freq;
|
|
|
|
vm_vec_normalized_dir(&v_os, source_pos, &observor->pos);
|
|
vm_vec_normalized_dir(&v_so, &observor->pos, source_pos);
|
|
|
|
vo = vm_vec_dotprod(&v_os, &observor->phys_info.vel);
|
|
vs = vm_vec_dotprod(&v_so, &source->phys_info.vel);
|
|
|
|
freq = source_freq * ( (SPEED_SOUND + vo) / (SPEED_SOUND - vs) );
|
|
return fl2i(freq);
|
|
}
|
|
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
// obj_snd_stop_lowest_vol()
|
|
//
|
|
// Stop a playing object sound, if it is quieter than sound at new_distance
|
|
//
|
|
// input: new_vol => volume of requested sound to play
|
|
//
|
|
// returns: TRUE => A sound was stopped
|
|
// FALSE => A sound was not stopped
|
|
//
|
|
int 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;
|
|
int idx;
|
|
|
|
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 != -1) && (osp->vol < lowest_vol) ) {
|
|
lowest_vol = osp->vol;
|
|
lowest_vol_osp = osp;
|
|
}
|
|
}
|
|
|
|
Assert(lowest_vol_osp != NULL);
|
|
objp = &Objects[lowest_vol_osp->objnum];
|
|
|
|
if ( (lowest_vol < new_vol) && (objp != NULL) ) {
|
|
// determine what index in this guy the sound is
|
|
for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
|
|
if(objp->objsnd_num[idx] == (lowest_vol_osp - Objsnds)){
|
|
obj_snd_index = idx;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if((obj_snd_index == -1) || (obj_snd_index >= MAX_OBJECT_SOUNDS)){
|
|
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;
|
|
}
|
|
|
|
// pick a random species-based sound
|
|
|
|
ship_info *sip = &Ship_info[Ships[closest_objp->instance].ship_info_index];
|
|
game_snd *snd;
|
|
|
|
if (sip->flags & SIF_BOMBER)
|
|
snd = &Species_info[sip->species].snd_flyby_bomber;
|
|
else
|
|
snd = &Species_info[sip->species].snd_flyby_fighter;
|
|
|
|
// 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 persistant sound objects
|
|
//
|
|
void obj_snd_do_frame()
|
|
{
|
|
float closest_dist, distance, speed_vol_multiplier, percent_max;
|
|
obj_snd *osp;
|
|
object *objp, *closest_objp;
|
|
game_snd *gs;
|
|
ship *sp;
|
|
int channel, go_ahead_flag;
|
|
vec3d source_pos;
|
|
float add_distance;
|
|
|
|
if ( Obj_snd_enabled == FALSE )
|
|
return;
|
|
|
|
int now = timer_get_milliseconds();
|
|
if ( (now - Obj_snd_last_update) > 100 ) {
|
|
Obj_snd_last_update=now;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
closest_dist = 1000000.0f;
|
|
closest_objp = NULL;
|
|
|
|
object *observer_obj = NULL;
|
|
if (Viewer_obj != NULL) {
|
|
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 != NULL);
|
|
objp = &Objects[osp->objnum];
|
|
if ( Player_obj == objp && observer_obj == Player_obj ) {
|
|
// we don't play the engine sound if the view is from the player
|
|
continue;
|
|
}
|
|
|
|
gs = &Snds[osp->id];
|
|
|
|
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 ) {
|
|
distance = 0.0f;
|
|
}
|
|
|
|
// save closest distance (used for flyby sound) if this is a small ship (and not the observer)
|
|
if ( (objp->type == OBJ_SHIP) && (distance < closest_dist) && (objp != observer_obj) ) {
|
|
if ( Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP ) {
|
|
closest_dist = distance;
|
|
closest_objp = objp;
|
|
}
|
|
}
|
|
|
|
// If the object is a ship, we don't want to start the engine sound unless the ship is
|
|
// moving (unless flag SIF_BIG_SHIP is set)
|
|
speed_vol_multiplier = 1.0f;
|
|
if ( objp->type == OBJ_SHIP ) {
|
|
if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
|
|
if ( objp->phys_info.max_vel.xyz.z <= 0 ) {
|
|
percent_max = 0.0f;
|
|
}
|
|
else
|
|
percent_max = objp->phys_info.fspeed / objp->phys_info.max_vel.xyz.z;
|
|
|
|
if ( percent_max >= 0.5 )
|
|
speed_vol_multiplier = 1.0f;
|
|
else {
|
|
speed_vol_multiplier = 0.5f + (percent_max); // linear interp: 0.5->1.0 when 0.0->0.5
|
|
}
|
|
}
|
|
}
|
|
|
|
go_ahead_flag = TRUE;
|
|
float max_vol,new_vol;
|
|
if ( osp->instance == -1 ) {
|
|
if ( distance < Snds[osp->id].max ) {
|
|
max_vol = Snds[osp->id].default_volume;
|
|
if ( distance <= Snds[osp->id].min ) {
|
|
new_vol = max_vol;
|
|
}
|
|
else {
|
|
new_vol = max_vol - (distance - Snds[osp->id].min) * max_vol / (Snds[osp->id].max - Snds[osp->id].min);
|
|
}
|
|
|
|
if ( new_vol < 0.1 ) {
|
|
continue;
|
|
}
|
|
|
|
switch( objp->type ) {
|
|
case OBJ_SHIP:
|
|
case OBJ_DEBRIS:
|
|
case OBJ_ASTEROID:
|
|
if ( Num_obj_sounds_playing >= MAX_OBJ_SOUNDS_PLAYING ) {
|
|
go_ahead_flag = obj_snd_stop_lowest_vol(new_vol);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
Int3(); // get Alan
|
|
break;
|
|
} // end switch
|
|
|
|
if ( go_ahead_flag ) {
|
|
if ( ds_using_ds3d() ) {
|
|
osp->instance = snd_play_3d(gs, &source_pos, &View_position, add_distance, &objp->phys_info.vel, 1, 1.0f, SND_PRIORITY_TRIPLE_INSTANCE);
|
|
if ( osp->instance != -1 ) {
|
|
Num_obj_sounds_playing++;
|
|
}
|
|
}
|
|
else {
|
|
snd_get_3d_vol_and_pan(gs, &source_pos, &osp->vol, &osp->pan, add_distance);
|
|
osp->instance = snd_play_looping( gs, osp->pan, 0, 0, (osp->vol*speed_vol_multiplier)/gs->default_volume, SND_PRIORITY_TRIPLE_INSTANCE );
|
|
if ( osp->instance != -1 ) {
|
|
osp->freq = snd_get_pitch(osp->instance);
|
|
Num_obj_sounds_playing++;
|
|
}
|
|
}
|
|
}
|
|
Assert(Num_obj_sounds_playing <= MAX_OBJ_SOUNDS_PLAYING);
|
|
|
|
} // end if ( distance < Snds[osp->id].max )
|
|
} // if ( osp->instance == -1 )
|
|
else {
|
|
if ( distance > Snds[osp->id].max ) {
|
|
int sound_index = -1;
|
|
int idx;
|
|
|
|
// determine which sound index it is for this guy
|
|
for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
|
|
if(objp->objsnd_num[idx] == (osp - Objsnds)){
|
|
sound_index = idx;
|
|
break;
|
|
}
|
|
}
|
|
|
|
Assert(sound_index != -1);
|
|
obj_snd_stop(objp, sound_index); // currently playing sound has gone past maximum
|
|
}
|
|
}
|
|
|
|
if ( osp->instance == -1 )
|
|
continue;
|
|
|
|
sp = NULL;
|
|
if ( objp->type == OBJ_SHIP )
|
|
sp = &Ships[objp->instance];
|
|
|
|
|
|
if (ds_using_ds3d()) {
|
|
channel = ds_get_channel(osp->instance);
|
|
// for DirectSound3D sounds, re-establish the maximum speed based on the
|
|
// speed_vol_multiplier
|
|
if ( sp == NULL || ( (sp != NULL) && (sp->flags & SF_ENGINES_ON) ) ) {
|
|
snd_set_volume( osp->instance, gs->default_volume*speed_vol_multiplier );
|
|
}
|
|
else {
|
|
// engine sound is disabled
|
|
snd_set_volume( osp->instance, 0.0f );
|
|
}
|
|
|
|
vec3d *vel=NULL;
|
|
vel = &objp->phys_info.vel;
|
|
|
|
// Don't play doppler effect for cruisers or capitals
|
|
if ( sp ) {
|
|
if ( ship_get_SIF(sp) & (SIF_BIG_SHIP | SIF_HUGE_SHIP) ) {
|
|
vel=NULL;
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
else {
|
|
if ( sp == NULL || (sp != NULL && (sp->flags & SF_ENGINES_ON) ) ) {
|
|
snd_get_3d_vol_and_pan(gs, &source_pos, &osp->vol, &osp->pan, add_distance);
|
|
snd_set_volume( osp->instance, osp->vol*speed_vol_multiplier );
|
|
snd_set_pan( osp->instance, osp->pan );
|
|
// Don't play doppler effect for cruisers or capitals
|
|
if ( objp->type == OBJ_SHIP && Doppler_enabled == TRUE ) {
|
|
if ( !(ship_get_SIF(sp) & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
|
|
int new_freq;
|
|
// calc doppler effect
|
|
new_freq = obj_snd_get_freq(osp->freq, objp, observer_obj, &source_pos);
|
|
if ( abs(new_freq - osp->freq) > OBJSND_CHANGE_FREQUENCY_THRESHOLD ) {
|
|
snd_set_pitch( osp->instance, new_freq);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
snd_set_volume( osp->instance, 0.0f );
|
|
}
|
|
} // 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 persistant 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 persistant
|
|
// sound can be assigned per object).
|
|
// >= 0 => sound was successfully assigned
|
|
//
|
|
int obj_snd_assign(int objnum, int sndnum, vec3d *pos, int main, ship_subsys *associated_sub)
|
|
{
|
|
if(objnum < 0 || objnum > MAX_OBJECTS)
|
|
return -1;
|
|
|
|
if(sndnum < 0)
|
|
return -1;
|
|
|
|
if ( Obj_snd_enabled == FALSE )
|
|
return -1;
|
|
|
|
obj_snd *snd = NULL;
|
|
object *objp = &Objects[objnum];
|
|
int idx, sound_index;
|
|
|
|
// try and find a valid objsound index
|
|
sound_index = -1;
|
|
for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
|
|
if(objp->objsnd_num[idx] == -1){
|
|
sound_index = idx;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// no sound. doh!
|
|
if ( sound_index == -1 ){
|
|
return -1;
|
|
}
|
|
|
|
objp->objsnd_num[sound_index] = (short)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_USED;
|
|
|
|
if(main){
|
|
snd->flags |= OS_MAIN;
|
|
}
|
|
|
|
if ( sndnum == -1 ) {
|
|
return -1;
|
|
}
|
|
snd->id = sndnum;
|
|
|
|
snd->instance = -1;
|
|
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 persistant 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(int objnum, int index)
|
|
{
|
|
if(objnum < 0 || objnum >= MAX_OBJECTS)
|
|
return;
|
|
if(index < 0 || index >= MAX_OBJECT_SOUNDS)
|
|
return;
|
|
|
|
//Sanity checking
|
|
Assert(objnum > -1 && objnum < MAX_OBJECTS);
|
|
Assert(index > -1 && index < MAX_OBJECT_SOUNDS);
|
|
|
|
object *objp = &Objects[objnum];
|
|
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 persistant 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, int sndnum, ship_subsys *ss)
|
|
{
|
|
object *objp;
|
|
obj_snd *osp;
|
|
int idx;
|
|
|
|
if(objnum < 0 || objnum >= MAX_OBJECTS)
|
|
return;
|
|
|
|
objp = &Objects[objnum];
|
|
|
|
//Go through the list and get sounds that match criteria
|
|
for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
|
|
// no sound
|
|
if ( objp->objsnd_num[idx] == -1 ){
|
|
continue;
|
|
}
|
|
|
|
osp = &Objsnds[objp->objsnd_num[idx]];
|
|
|
|
// 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 != -1) && (osp->id != sndnum))
|
|
|| ((ss != NULL) && (osp->ss != ss))){
|
|
continue;
|
|
}
|
|
|
|
obj_snd_delete(objnum, idx);
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
// obj_snd_delete_all()
|
|
//
|
|
// Remove all persistant sounds
|
|
//
|
|
void obj_snd_delete_all()
|
|
{
|
|
/*
|
|
obj_snd *osp, *temp;
|
|
|
|
osp = GET_FIRST(&obj_snd_list);
|
|
while( (osp != NULL) && (osp !=END_OF_LIST(&obj_snd_list)) ) {
|
|
temp = GET_NEXT(osp);
|
|
Assert( osp->objnum != -1 );
|
|
|
|
obj_snd_delete_type( osp->objnum );
|
|
|
|
osp = temp;
|
|
}
|
|
*/
|
|
|
|
int idx;
|
|
for(idx=0; idx<MAX_OBJ_SNDS; idx++){
|
|
if(Objsnds[idx].flags & OS_USED){
|
|
obj_snd_delete_type(Objsnds[idx].objnum);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
// obj_snd_close()
|
|
//
|
|
// Called once at game close to de-initialize the persistant object sound system
|
|
//
|
|
void obj_snd_level_close()
|
|
{
|
|
if ( !Obj_snd_level_inited ) {
|
|
return;
|
|
}
|
|
obj_snd_delete_all();
|
|
Obj_snd_level_inited=0;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
// obj_snd_is_playing()
|
|
//
|
|
// Determines if a given object-linked sound is currently playing
|
|
//
|
|
int obj_snd_is_playing(int object, int index)
|
|
{
|
|
if ( obj_snd_return_instance(object, index) < 0 )
|
|
return 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
// obj_snd_return_instance()
|
|
//
|
|
// Returns the sound instance for a given object-linked sound
|
|
//
|
|
int obj_snd_return_instance(int objnum, int index)
|
|
{
|
|
if ( objnum < 0 || objnum >= MAX_OBJECTS)
|
|
return -1;
|
|
|
|
if ( index < 0 || index >= MAX_OBJ_SNDS )
|
|
return -1;
|
|
|
|
object *objp = &Objects[objnum];
|
|
obj_snd *osp = &Objsnds[objp->objsnd_num[index]];
|
|
|
|
return osp->instance;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
// obj_snd_update_offset()
|
|
//
|
|
// Updates offset of the given object sound
|
|
//
|
|
int obj_snd_update_offset(int objnum, int index, vec3d *new_offset)
|
|
{
|
|
if ( objnum < 0 || objnum >= MAX_OBJECTS)
|
|
return 0;
|
|
|
|
if ( index < 0 || index >= MAX_OBJ_SNDS )
|
|
return 0;
|
|
|
|
object *objp = &Objects[objnum];
|
|
obj_snd *osp = &Objsnds[objp->objsnd_num[index]];
|
|
osp->offset = *new_offset;
|
|
|
|
return 1;
|
|
}
|