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431 lines
10 KiB
431 lines
10 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include <hvdi.h>
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#include <direct.h>
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#include "HeadSpin.h"
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#include "hsGeometry3.h"
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#include "hsTimer.h"
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#include "hsResMgr.h"
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#include "plgDispatch.h"
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#include "plProfile.h"
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#include "plWin32Sound.h"
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#include "plAudioSystem.h"
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#include "plDSoundBuffer.h"
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#include "plWavFile.h"
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#include "../plAudible/plWinAudible.h"
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#include "../plNetMessage/plNetMessage.h"
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#include "../pnNetCommon/plNetApp.h"
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#include "../pnMessage/plSoundMsg.h"
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#include "../pnMessage/plEventCallbackMsg.h"
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#include "../plPipeline/plPlates.h"
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#include "../plStatusLog/plStatusLog.h"
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plProfile_CreateMemCounter("Sounds", "Memory", MemSounds);
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plProfile_Extern(SoundPlaying);
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plWin32Sound::plWin32Sound() :
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fFailed(false),
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fPositionInited(false),
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fAwaitingPosition(false),
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fTotalBytes(0),
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fReallyPlaying(false),
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fChannelSelect(0),
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fDSoundBuffer(nil)
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{
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}
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plWin32Sound::~plWin32Sound()
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{
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}
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void plWin32Sound::Activate( hsBool forcePlay )
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{
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if( fFailed )
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return;
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plSound::Activate( forcePlay );
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}
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void plWin32Sound::DeActivate()
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{
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plSound::DeActivate();
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IFreeBuffers();
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}
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void plWin32Sound::IFreeBuffers( void )
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{
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if( fDSoundBuffer != nil )
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{
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delete fDSoundBuffer;
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fDSoundBuffer = nil;
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plProfile_DelMem(MemSounds, fTotalBytes);
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fTotalBytes = 0;
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}
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fPositionInited = false;
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fAwaitingPosition = false;
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}
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void plWin32Sound::Update()
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{
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plSound::Update();
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}
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void plWin32Sound::IActuallyPlay( void )
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{
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//plSound::Play();
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if (!fDSoundBuffer && plgAudioSys::Active())
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LoadSound( IsPropertySet( kPropIs3DSound ) );
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if(!fLoading )
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{
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if (fDSoundBuffer && plgAudioSys::Active() )
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{
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// Sometimes base/derived classes can be annoying
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IDerivedActuallyPlay();
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RefreshVolume();
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}
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else
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{
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// If we can't load (for ex., if audio is off), then we act like we played and then stopped
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// really fast. Thus, we need to send *all* of our callbacks off immediately and then Stop().
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UInt32 i;
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for( i = 0; i < fSoundEvents.GetCount(); i++ )
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{
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fSoundEvents[ i ]->SendCallbacks();
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}
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// Now stop, 'cause we played really really really really fast
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fPlaying = false;
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fPlayOnReactivate = IsPropertySet( kPropLooping );
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IActuallyStop();
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}
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}
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}
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void plWin32Sound::IActuallyStop()
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{
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if( fReallyPlaying )
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{
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if( fDSoundBuffer != nil )
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{
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if(IsPropertySet(kPropIncidental))
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{
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--fIncidentalsPlaying;
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}
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fDSoundBuffer->Stop();
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plStatusLog::AddLineS("impacts.log", "Stopping %s", GetKeyName());
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}
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fReallyPlaying = false;
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}
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else
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{
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if( fDSoundBuffer != nil && fDSoundBuffer->IsPlaying() )
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{
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plStatusLog::AddLineS( "audio.log", 0xffff0000, "WARNING: BUFFER FLAGGED AS STOPPED BUT NOT STOPPED - %s", GetKey() ? GetKeyName() : nil );
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fDSoundBuffer->Stop();
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}
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}
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// send callbacks
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plSoundEvent *event = IFindEvent( plSoundEvent::kStop );
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if( event != nil )
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{
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event->SendCallbacks();
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}
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plSound::IActuallyStop();
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}
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plSoundMsg* plWin32Sound::GetStatus(plSoundMsg* pMsg)
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{
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plSoundMsg* pReply = TRACKED_NEW plSoundMsg;
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pReply->AddReceiver( pMsg->GetSender() );
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pReply->SetCmd(plSoundMsg::kStatusReply);
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pReply->fLoop = IsPropertySet( kPropLooping );
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pReply->fPlaying = IsPlaying();
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return pReply;
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}
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void plWin32Sound::SetMin( const int m )
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{
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plSound::SetMin(m);
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if(fDSoundBuffer)
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{
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fDSoundBuffer->SetMinDistance(m);
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}
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}
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void plWin32Sound::SetMax( const int m )
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{
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plSound::SetMax(m);
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if( fDSoundBuffer )
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{
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fDSoundBuffer->SetMaxDistance( m );
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}
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}
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void plWin32Sound::SetOuterVolume( const int v )
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{
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plSound::SetOuterVolume(v);
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if(fDSoundBuffer)
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{
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fDSoundBuffer->SetConeOutsideVolume(v);
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}
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}
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void plWin32Sound::SetConeAngles( int inner, int outer )
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{
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plSound::SetConeAngles(inner, outer);
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if(fDSoundBuffer)
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{
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fDSoundBuffer->SetConeAngles(inner, outer);
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}
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}
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void plWin32Sound::SetConeOrientation( hsScalar x, hsScalar y, hsScalar z )
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{
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plSound::SetConeOrientation(x, y, z);
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if(fDSoundBuffer)
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{
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fDSoundBuffer->SetConeOrientation(x, z, y);
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}
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}
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void plWin32Sound::SetVelocity( const hsVector3 vel )
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{
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plSound::SetVelocity(vel);
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if( fDSoundBuffer)
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fDSoundBuffer->SetVelocity(vel.fX, vel.fZ, vel.fY);
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}
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void plWin32Sound::SetPosition( const hsPoint3 pos )
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{
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plSound::SetPosition(pos);
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if(fDSoundBuffer)
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{
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// in openal sounds that are mono are played as positional. Since gui's may be positioned way off in space, the sound may not be audible.
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// doing this allows us to play mono gui sounds and still hear them, since this attaches the sound to the listener.
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if(fType == kGUISound)
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{
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hsPoint3 listenerPos = plgAudioSys::Sys()->GetCurrListenerPos();
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fDSoundBuffer->SetPosition(listenerPos.fX, listenerPos.fZ, listenerPos.fY);
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}
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else
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{
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fDSoundBuffer->SetPosition(pos.fX, pos.fZ, pos.fY);
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}
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}
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fPositionInited = true;
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if( fAwaitingPosition )
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{
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// If this is set, then we tried to set the volume before the position. Since
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// this results in some ghastly sound popping, we wait until we set the position
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// (here), and then call our volume again
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RefreshVolume();
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fAwaitingPosition = false;
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}
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}
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void plWin32Sound::ISetActualVolume(const float volume)
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{
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float vol = IAttenuateActualVolume( volume ) * IGetChannelVolume();
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if( fDSoundBuffer )
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{
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if( fPositionInited || !IsPropertySet( kPropIs3DSound ) )
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{
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fDSoundBuffer->SetScalarVolume( vol );
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}
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else
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{
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// If position isn't inited, we don't want to set the volume yet,
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// so set this flag so we know to set the volume once we DO get the position
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fAwaitingPosition = true;
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}
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}
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IUpdateDebugPlate(); // Byte me.
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}
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//////////////////////////////////////////////////////////////
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// The base class will make sure all our params are correct and up-to-date,
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// but before it does its work, we have to make sure our buffer is ready to
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// be updated.
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void plWin32Sound::IRefreshParams( void )
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{
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if (!fDSoundBuffer && plgAudioSys::Active())
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LoadSound( IsPropertySet( kPropIs3DSound ) );
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else
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{
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// There is a gap between the ds buffer stopping and the sound being marked as stopped.
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// If the sound is asked to play again during this time frame it will never actually be
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// played because it is still marked as playing. Not only that, but we'll lose a hardware voice too.
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// This will fix that by starting it up again.
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if(plgAudioSys::Active())
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fDSoundBuffer->Play();
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}
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plSound::IRefreshParams();
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}
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void plWin32Sound::IRefreshEAXSettings( hsBool force )
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{
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if( fDSoundBuffer != nil )
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fDSoundBuffer->SetEAXSettings( &GetEAXSettings(), force );
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}
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void plWin32Sound::IAddCallback( plEventCallbackMsg *pMsg )
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{
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plSoundEvent::Types type = plSoundEvent::GetTypeFromCallbackMsg( pMsg );
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plSoundEvent *event;
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if( type == plSoundEvent::kTime )
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{
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UInt32 byteTime = ( fDSoundBuffer != nil ) ? fDSoundBuffer->GetBufferBytePos( pMsg->fEventTime ) : 0;
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event = IFindEvent( type, byteTime );
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if( event == nil )
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{
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// Add a new sound event for this guy
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event = TRACKED_NEW plSoundEvent( type, byteTime, this );
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//fDSoundBuffer->AddPosNotify( byteTime );
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fSoundEvents.Append( event );
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}
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}
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else
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{
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event = IFindEvent( type );
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if( event == nil )
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{
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// Add a new sound event for this guy
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event = TRACKED_NEW plSoundEvent( type, this );
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fSoundEvents.Append( event );
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}
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}
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event->AddCallback( pMsg );
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}
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void plWin32Sound::IRemoveCallback( plEventCallbackMsg *pMsg )
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{
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plSoundEvent::Types type = plSoundEvent::GetTypeFromCallbackMsg( pMsg );
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for(int i = 0; i < fSoundEvents.GetCount(); ++i)
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{
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if( fSoundEvents[ i ]->GetType() == type )
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{
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if( fSoundEvents[ i ]->RemoveCallback( pMsg ) )
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{
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if( fSoundEvents[ i ]->GetNumCallbacks() == 0 )
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{
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//if( fSoundEvents[ i ]->GetType() == plSoundEvent::kTime )
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//fDSoundBuffer->RemovePosNotify( fSoundEvents[ i ]->GetTime() );
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delete fSoundEvents[ i ];
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fSoundEvents.Remove( i );
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}
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break;
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}
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}
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}
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}
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plSoundEvent *plWin32Sound::IFindEvent( plSoundEvent::Types type, UInt32 bytePos )
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{
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for(int i = 0; i < fSoundEvents.GetCount(); ++i )
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{
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if( fSoundEvents[ i ]->GetType() == type )
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{
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if( type != plSoundEvent::kTime || bytePos == fSoundEvents[ i ]->GetTime() )
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return fSoundEvents[ i ];
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}
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}
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return nil;
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}
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void plWin32Sound::RemoveCallbacks(plSoundMsg* pSoundMsg)
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{
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for(int i = 0; i < pSoundMsg->GetNumCallbacks(); ++i )
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IRemoveCallback( pSoundMsg->GetEventCallback( i ) );
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}
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void plWin32Sound::AddCallbacks(plSoundMsg* pSoundMsg)
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{
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for(int i = 0; i < pSoundMsg->GetNumCallbacks(); ++i )
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IAddCallback( pSoundMsg->GetEventCallback( i ) );
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}
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hsBool plWin32Sound::MsgReceive( plMessage* pMsg )
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{
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plEventCallbackMsg *e = plEventCallbackMsg::ConvertNoRef( pMsg );
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if( e != nil )
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{
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if( e->fEvent == kStop )
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{
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fPlaying = false;
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fPlayOnReactivate = false; // Just to make sure...
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// Do we have an ending fade?
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if( fFadeOutParams.fLengthInSecs > 0 )
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{
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IStartFade( &fFadeOutParams );
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plSoundEvent *event = IFindEvent( plSoundEvent::kStop );
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if( event != nil )
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event->SendCallbacks();
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}
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else
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{
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if( fFading )
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IStopFade();
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fCurrVolume = 0.f;
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this->ISetActualVolume( fCurrVolume );
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}
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this->IActuallyStop();
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return true;
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}
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}
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return plSound::MsgReceive( pMsg );
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}
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void plWin32Sound::IRead( hsStream *s, hsResMgr *mgr )
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{
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plSound::IRead( s, mgr );
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fChannelSelect = s->ReadByte();
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}
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void plWin32Sound::IWrite( hsStream *s, hsResMgr *mgr )
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{
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plSound::IWrite( s, mgr );
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s->WriteByte( fChannelSelect );
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}
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