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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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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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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 "HeadSpin.h"
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#include "plRandomSoundMod.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "pnSceneObject/plAudioInterface.h"
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#include "pnMessage/plSoundMsg.h"
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#include "plMessage/plAnimCmdMsg.h"
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#include "plAudio/plAudioSystem.h"
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#include "plAudio/plSound.h"
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#include "plAudio/plWin32GroupedSound.h" // EEK BAD
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#include "plgDispatch.h"
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#include "hsTimer.h"
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#include "plStatusLog/plStatusLog.h"
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plRandomSoundModGroup::plRandomSoundModGroup() : fNumSounds(0), fIndices(nil), fGroupedIdx(-1), fCurrent(-1)
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{
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}
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plRandomSoundModGroup::~plRandomSoundModGroup()
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{
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delete [] fIndices;
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}
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void plRandomSoundModGroup::Read(hsStream *s)
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{
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fNumSounds = s->ReadLE16();
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fGroupedIdx = s->ReadLE16();
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fIndices = new uint16_t[fNumSounds];
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int i;
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for (i = 0; i < fNumSounds; i++)
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fIndices[i] = s->ReadLE16();
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}
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void plRandomSoundModGroup::Write(hsStream *s)
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{
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s->WriteLE16(fNumSounds);
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s->WriteLE16(fGroupedIdx);
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int i;
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for (i = 0; i < fNumSounds; i++)
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s->WriteLE16(fIndices[i]);
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}
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///////////////////////////////////////////////////////////////////////////////////////
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plRandomSoundMod::plRandomSoundMod() : fCurrentGroup(0), fNumGroups(0), fGroups(nil), fOldPriority(-1), fFirstTimePlay(true)
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{
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}
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plRandomSoundMod::~plRandomSoundMod()
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{
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delete [] fGroups;
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}
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void plRandomSoundMod::IPlayNextIfMaster()
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{
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if( !fTarget )
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IRetry(2.f);
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if( IStopped() )
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return;
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IPlayNext();
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}
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// If we recieve a stop message, actually stop the sound
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void plRandomSoundMod::IStop()
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{
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plRandomCommandMod::IStop();
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plAudioInterface *ai = nil;
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if( !plgAudioSys::Active() ) return;
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ai = IGetTargetAudioInterface(0);
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if(!ai) return;
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if( fGroups != nil && fGroups[ fCurrentGroup ].fGroupedIdx != -1 )
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{
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plSoundMsg *msg = new plSoundMsg();
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msg->SetCmd(plSoundMsg::kStop);
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msg->fIndex = fGroups[ fCurrentGroup ].fIndices[ fCurrent ];
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plgDispatch::MsgSend(msg);
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}
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else
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{
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if(fCurrent == -1) return;
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uint16_t currentSndIdx = ( fGroups != nil ) ? fGroups[fCurrentGroup].fIndices[fCurrent] : fActiveList[fCurrent];
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plSoundMsg* snd = new plSoundMsg(GetKey(), GetTarget()->GetKey(), nil);
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snd->SetCmd(plSoundMsg::kStop);
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snd->fIndex = currentSndIdx;
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plgDispatch::MsgSend(snd);
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}
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}
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void plRandomSoundMod::IPlayNext()
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{
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if( !plgAudioSys::Active() )
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{
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IRetry(10.f);
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return;
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}
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plAudioInterface* ai = IGetTargetAudioInterface(0);
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if( !ai )
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{
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IRetry(2.f);
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return;
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}
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int i;
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uint16_t currentSndIdx;
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int nSounds = (fGroups == nil ? ai->GetNumSounds() : fGroups[fCurrentGroup].fNumSounds);
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fEndTimes.ExpandAndZero(nSounds);
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plSound *pSound = nil;
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// The global sound priority has changed, update the active random sounds list
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if(fOldPriority != plgAudioSys::GetPriorityCutoff() && fGroups == nil)
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{
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fActiveList.clear();
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fOldPriority = plgAudioSys::GetPriorityCutoff();
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for(i = 0; i < nSounds; i++)
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{
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pSound = ai->GetSound(i);
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if(pSound && pSound->GetPriority() <= plgAudioSys::GetPriorityCutoff())
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{
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fActiveList.push_back(i);
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}
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}
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// There are no sounds that should play
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if(fGroups == nil && fActiveList.empty() && nSounds)
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{
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// If no sounds in this component even attempt to play this component gets mad and will never play any sounds again.
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// So, give it a zero to make it happy. This sound will still be rejected when it tries to play which is exactly what
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// we want since if we get here no sounds in this component should play.
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fActiveList.push_back(0);
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}
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}
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// if this is the first time this component is going to play a sound check to see if it has a delay time
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if(fFirstTimePlay)
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{
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fFirstTimePlay = false;
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if( !(fMode & kOneCmd) )
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{
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float delay = IGetDelay(0);
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double t = hsTimer::GetSysSeconds() + delay;
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plAnimCmdMsg* anim = new plAnimCmdMsg(GetKey(), GetKey(), &t);
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anim->SetCmd(plAnimCmdMsg::kContinue);
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plgDispatch::MsgSend(anim);
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return;
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}
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}
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if( !ISelectNext(fGroups == nil ? fActiveList.size() : nSounds) )
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{
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plRandomCommandMod::IStop();
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return;
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}
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// We don't want random sounds to synch, since we don't synch the randomness. So force this next
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// sound to not synch
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float currLen;
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if( fGroups != nil && fGroups[ fCurrentGroup ].fGroupedIdx != -1 )
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{
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currentSndIdx = fGroups[ fCurrentGroup ].fIndices[ fCurrent ];
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plWin32GroupedSound *sound = plWin32GroupedSound::ConvertNoRef( ai->GetSound( fGroups[ fCurrentGroup ].fGroupedIdx ) );
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if (!sound)
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{
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hsAssert( sound != nil, "Invalid sound type in plRandomSoundMod" );
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return;
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}
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sound->SetLocalOnly(true);
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// Send msg to the grouped sound to switch sounds
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plSoundMsg *snd = new plSoundMsg();
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snd->SetCmd( plSoundMsg::kSelectFromGroup );
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snd->fIndex = currentSndIdx;
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snd->Send( sound->GetKey() );
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// Now tell the audio interface to play the sound (probably should change this....)
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snd = new plSoundMsg(GetKey(), GetTarget()->GetKey(), nil);
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snd->SetCmd(plSoundMsg::kGoToTime);
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snd->fTime = (0);
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snd->SetCmd(plSoundMsg::kStop);
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snd->SetCmd(plSoundMsg::kPlay);
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snd->fIndex = fGroups[ fCurrentGroup ].fGroupedIdx;
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plgDispatch::MsgSend(snd);
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currLen = sound->GetSoundLength( currentSndIdx );
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}
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else
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{
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currentSndIdx = ( fGroups != nil ) ? fGroups[fCurrentGroup].fIndices[fCurrent] : fActiveList[fCurrent];
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if (ai->GetSound(currentSndIdx))
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{
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ai->GetSound( currentSndIdx )->SetLocalOnly(true);
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ai->GetSound(currentSndIdx)->Stop();
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ai->GetSound(currentSndIdx)->Play();
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}
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if (ai->GetSound(currentSndIdx))
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currLen = (float)(ai->GetSound(currentSndIdx)->GetLength());
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else
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currLen = 0;
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}
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if (plgAudioSys::AreExtendedLogsEnabled())
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{
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if (fGroups)
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plStatusLog::AddLineS("audio.log", "%s: Playing sound #%d from group %d", GetTarget(0)->GetKeyName().c_str(), fCurrent, fCurrentGroup);
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else
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plStatusLog::AddLineS("audio.log", "%s: Playing sound #%d", GetTarget(0)->GetKeyName().c_str(), fCurrent);
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}
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fEndTimes[fCurrent] = hsTimer::GetSysSeconds() + currLen;
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if( !(fMode & kOneCmd) )
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{
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float delay = IGetDelay(currLen);
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double t = hsTimer::GetSysSeconds() + delay;
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plAnimCmdMsg* anim = new plAnimCmdMsg(GetKey(), GetKey(), &t);
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anim->SetCmd(plAnimCmdMsg::kContinue);
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plgDispatch::MsgSend(anim);
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}
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else
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{
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plRandomCommandMod::IStop();
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}
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}
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void plRandomSoundMod::SetCurrentGroup(uint16_t group)
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{
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hsAssert(group < fNumGroups, "Setting an invalid group on a random sound modifier");
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if (group != fCurrentGroup && group < fNumGroups)
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{
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fGroups[fCurrentGroup].fExcluded = fExcluded;
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fGroups[fCurrentGroup].fCurrent = fCurrent;
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fExcluded = fGroups[group].fExcluded;
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fCurrent = fGroups[group].fCurrent;
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fCurrentGroup = group;
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}
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}
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void plRandomSoundMod::Read(hsStream *s, hsResMgr *mgr)
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{
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plRandomCommandMod::Read(s, mgr);
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fNumGroups = s->ReadLE16();
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if (fNumGroups > 0)
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{
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fGroups = new plRandomSoundModGroup[fNumGroups];
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int i;
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for (i = 0; i < fNumGroups; i++)
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fGroups[i].Read(s);
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}
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}
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void plRandomSoundMod::Write(hsStream *s, hsResMgr *mgr)
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{
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plRandomCommandMod::Write(s, mgr);
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s->WriteLE16(fNumGroups);
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if (fNumGroups > 0)
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{
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int i;
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for (i = 0; i < fNumGroups; i++)
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fGroups[i].Write(s);
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}
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}
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void plRandomSoundMod::ForceSoundLoadState( bool loaded )
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{
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uint16_t i, j;
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plAudioInterface* ai = IGetTargetAudioInterface(0);
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if( ai == nil )
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return;
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if( fGroups != nil )
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{
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for( i = 0; i < fNumGroups; i++ )
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{
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if( fGroups[ i ].fGroupedIdx != -1 )
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{
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plSound *sound = ai->GetSound( fGroups[ i ].fGroupedIdx );
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if (!sound)
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return;
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if( loaded )
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sound->ForceLoad();
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else
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sound->ForceUnload();
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}
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else
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{
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for( j = 0; j < fGroups[ i ].fNumSounds; j++ )
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{
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plSound *sound = ai->GetSound( fGroups[ i ].fIndices[ j ] );
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if (!sound)
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return;
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if( loaded )
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sound->ForceLoad();
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else
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sound->ForceUnload();
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}
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}
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}
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}
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else
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{
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for( i = 0; i < ai->GetNumSounds(); i++ )
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{
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plSound *sound = ai->GetSound( i );
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if (!sound)
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return;
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if( loaded )
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sound->ForceLoad();
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else
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sound->ForceUnload();
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}
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}
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}
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// Overload this to handle volume changes
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bool plRandomSoundMod::MsgReceive(plMessage* msg)
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{
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plAnimCmdMsg* anim = plAnimCmdMsg::ConvertNoRef(msg);
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if( anim )
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{
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// Actually sets the volume
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if( anim->Cmd(plAnimCmdMsg::kSetSpeed) )
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{
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ISetVolume(anim->fSpeed);
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}
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}
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// Don't understand, pass on to base class.
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return plRandomCommandMod::MsgReceive(msg);
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}
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void plRandomSoundMod::ISetVolume(float volume)
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|
|
{
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|
|
|
plSound *pSound = nil;
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|
|
pSound = IGetSoundPtr();
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|
|
if(pSound)
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|
|
pSound->SetVolume(volume);
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|
|
}
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|
|
float plRandomSoundMod::GetVolume()
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|
|
{
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|
|
|
float volume = 1.0;
|
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|
|
plSound *pSound;
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|
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|
|
pSound = IGetSoundPtr();
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|
|
if(pSound)
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|
|
volume = pSound->GetMaxVolume();
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|
|
return volume;
|
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|
|
}
|
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|
|
void plRandomSoundMod::ISetPosition(hsPoint3 pos)
|
|
|
|
{
|
|
|
|
plSound *pSound = IGetSoundPtr();
|
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|
|
if(pSound)
|
|
|
|
{
|
|
|
|
pSound->SetPosition(pos);
|
|
|
|
}
|
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|
|
}
|
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|
|
plSound *plRandomSoundMod::IGetSoundPtr()
|
|
|
|
{
|
|
|
|
plSound *pSound = nil;
|
|
|
|
if(fGroups != nil) return nil;
|
|
|
|
if(fCurrent == -1) return nil; // sound list hasn't been initialized yet, don't try and access it
|
|
|
|
|
|
|
|
int currentSndIdx = fActiveList[fCurrent];
|
|
|
|
plAudioInterface* ai = IGetTargetAudioInterface(0);
|
|
|
|
if( !ai )
|
|
|
|
return nil;
|
|
|
|
|
|
|
|
pSound = ai->GetSound( currentSndIdx );
|
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|
|
return pSound;
|
|
|
|
}
|