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-rw-r--r--game/code/sound/soundfx/allsoundfx.cpp14
-rw-r--r--game/code/sound/soundfx/gcreverbcontroller.cpp108
-rw-r--r--game/code/sound/soundfx/gcreverbcontroller.h54
-rw-r--r--game/code/sound/soundfx/ipositionalsoundsettings.h59
-rw-r--r--game/code/sound/soundfx/ireverbsettings.h73
-rw-r--r--game/code/sound/soundfx/positionalsoundsettings.cpp180
-rw-r--r--game/code/sound/soundfx/positionalsoundsettings.h80
-rw-r--r--game/code/sound/soundfx/ps2reverbcontroller.cpp124
-rw-r--r--game/code/sound/soundfx/ps2reverbcontroller.h54
-rw-r--r--game/code/sound/soundfx/reverbcontroller.cpp410
-rw-r--r--game/code/sound/soundfx/reverbcontroller.h83
-rw-r--r--game/code/sound/soundfx/reverbsettings.cpp133
-rw-r--r--game/code/sound/soundfx/reverbsettings.h158
-rw-r--r--game/code/sound/soundfx/soundeffectplayer.cpp249
-rw-r--r--game/code/sound/soundfx/soundeffectplayer.h122
-rw-r--r--game/code/sound/soundfx/soundfxfrontendlogic.cpp137
-rw-r--r--game/code/sound/soundfx/soundfxfrontendlogic.h50
-rw-r--r--game/code/sound/soundfx/soundfxgameplaylogic.cpp1212
-rw-r--r--game/code/sound/soundfx/soundfxgameplaylogic.h130
-rw-r--r--game/code/sound/soundfx/soundfxlogic.cpp322
-rw-r--r--game/code/sound/soundfx/soundfxlogic.h91
-rw-r--r--game/code/sound/soundfx/soundfxpauselogic.cpp98
-rw-r--r--game/code/sound/soundfx/soundfxpauselogic.h50
-rw-r--r--game/code/sound/soundfx/win32reverbcontroller.cpp127
-rw-r--r--game/code/sound/soundfx/win32reverbcontroller.h54
-rw-r--r--game/code/sound/soundfx/xboxreverbcontroller.cpp127
-rw-r--r--game/code/sound/soundfx/xboxreverbcontroller.h54
27 files changed, 4353 insertions, 0 deletions
diff --git a/game/code/sound/soundfx/allsoundfx.cpp b/game/code/sound/soundfx/allsoundfx.cpp
new file mode 100644
index 0000000..4ee5e0b
--- /dev/null
+++ b/game/code/sound/soundfx/allsoundfx.cpp
@@ -0,0 +1,14 @@
+#include <sound/soundfx/soundeffectplayer.cpp>
+#include <sound/soundfx/soundfxfrontendlogic.cpp>
+#include <sound/soundfx/soundfxgameplaylogic.cpp>
+#include <sound/soundfx/soundfxlogic.cpp>
+#include <sound/soundfx/soundfxpauselogic.cpp>
+#include <sound/soundfx/reverbcontroller.cpp>
+#include <sound/soundfx/reverbsettings.cpp>
+#include <sound/soundfx/positionalsoundsettings.cpp>
+
+#ifdef RAD_PS2
+#include <sound/soundfx/ps2reverbcontroller.cpp>
+#else
+#include <sound/soundfx/gcreverbcontroller.cpp>
+#endif \ No newline at end of file
diff --git a/game/code/sound/soundfx/gcreverbcontroller.cpp b/game/code/sound/soundfx/gcreverbcontroller.cpp
new file mode 100644
index 0000000..4b6336a
--- /dev/null
+++ b/game/code/sound/soundfx/gcreverbcontroller.cpp
@@ -0,0 +1,108 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: gcreverbcontroller.cpp
+//
+// Description: Implementation for the GCReverbController class, which provides
+// the GC-specific reverb control
+//
+// History: 10/28/2002 + Created -- Darren
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include <radsound_gcn.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include <sound/soundfx/gcreverbcontroller.h>
+
+
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// GCReverbController::GCReverbController
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+GCReverbController::GCReverbController()
+{
+ m_reverbInterface = ::radSoundEffectStdReverbGcnCreate( GMA_PERSISTENT );
+
+ registerReverbEffect( m_reverbInterface );
+}
+
+//==============================================================================
+// GCReverbController::~GCReverbController
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+GCReverbController::~GCReverbController()
+{
+ m_reverbInterface->Release();
+ m_reverbInterface = NULL;
+}
+
+//=============================================================================
+// GCReverbController::SetReverbOn
+//=============================================================================
+// Description: Self-explanatory
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void GCReverbController::SetReverbOn( reverbSettings* settings )
+{
+ SetReverbGain( settings->GetGain() );
+ m_reverbInterface->SetPreDelay( settings->GetGCPreDelay() );
+ m_reverbInterface->SetReverbTime( settings->GetGCReverbTime() );
+ m_reverbInterface->SetColoration( settings->GetGCColoration() );
+ m_reverbInterface->SetDamping( settings->GetGCDamping() );
+}
+
+//=============================================================================
+// GCReverbController::SetReverbOff
+//=============================================================================
+// Description: Self-explanatory
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void GCReverbController::SetReverbOff()
+{
+ SetReverbGain( 0.0f );
+}
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
diff --git a/game/code/sound/soundfx/gcreverbcontroller.h b/game/code/sound/soundfx/gcreverbcontroller.h
new file mode 100644
index 0000000..3e1e101
--- /dev/null
+++ b/game/code/sound/soundfx/gcreverbcontroller.h
@@ -0,0 +1,54 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: gcreverbcontroller.h
+//
+// Description: Declaration for the GCReverbController class, which provides
+// the GC-specific reverb control
+//
+// History: 10/28/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef GCREVERBCONTROLLER_H
+#define GCREVERBCONTROLLER_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <sound/soundfx/reverbcontroller.h>
+
+//========================================
+// Forward References
+//========================================
+struct IRadSoundEffectStdReverbGcn;
+
+//=============================================================================
+//
+// Synopsis: GCReverbController
+//
+//=============================================================================
+
+class GCReverbController : public ReverbController
+{
+ public:
+ GCReverbController();
+ virtual ~GCReverbController();
+
+ void SetReverbOn( reverbSettings* settings );
+ void SetReverbOff();
+
+ private:
+ //Prevent wasteful constructor creation.
+ GCReverbController( const GCReverbController& original );
+ GCReverbController& operator=( const GCReverbController& rhs );
+
+ //
+ // Radsound's GC reverb interface
+ //
+ IRadSoundEffectStdReverbGcn* m_reverbInterface;
+};
+
+
+#endif // GCREVERBCONTROLLER_H
+
diff --git a/game/code/sound/soundfx/ipositionalsoundsettings.h b/game/code/sound/soundfx/ipositionalsoundsettings.h
new file mode 100644
index 0000000..3989621
--- /dev/null
+++ b/game/code/sound/soundfx/ipositionalsoundsettings.h
@@ -0,0 +1,59 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: ipositionalsoundsettings.h
+//
+// Description: RadScript interface for positional sound settings
+//
+// History: 12/20/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef IPOSITIONALSOUNDSETTINGS_H
+#define IPOSITIONALSOUNDSETTINGS_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <radobject.hpp>
+
+//========================================
+// Forward References
+//========================================
+
+//=============================================================================
+//
+// Synopsis: IPositionalSoundSettings
+//
+//=============================================================================
+
+class IPositionalSoundSettings : public IRefCount
+{
+ //
+ // Name of sound resource to play
+ //
+ virtual void SetClipName( const char* clipName ) = 0;
+
+ //
+ // Distance at which volume is maxed
+ //
+ virtual void SetMinDistance( float min ) = 0;
+
+ //
+ // Distance at which volume reaches zero
+ //
+ virtual void SetMaxDistance( float max ) = 0;
+
+ //
+ // Probability of sound playing
+ //
+ virtual void SetPlaybackProbability( float prob ) = 0;
+};
+
+//*****************************************************************************
+//
+//Inline Public Member Functions
+//
+//*****************************************************************************
+
+#endif //IPOSITIONALSOUNDSETTINGS_H
diff --git a/game/code/sound/soundfx/ireverbsettings.h b/game/code/sound/soundfx/ireverbsettings.h
new file mode 100644
index 0000000..c1288f3
--- /dev/null
+++ b/game/code/sound/soundfx/ireverbsettings.h
@@ -0,0 +1,73 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: ireverbsettings.h
+//
+// Description: Declaration for IReverbSettings class, which is the interface
+// visible in RadTuner for creating and storing a set of reverb
+// parameters.
+//
+// History: 11/3/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef IREVERBSETTINGS_H
+#define IREVERBSETTINGS_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <radobject.hpp>
+
+//========================================
+// Forward References
+//========================================
+
+//=============================================================================
+//
+// Synopsis: IReverbSettings
+//
+//=============================================================================
+
+struct IReverbSettings : public IRefCount
+{
+ virtual void SetGain( float gain ) = 0;
+ virtual void SetFadeInTime( float milliseconds ) = 0;
+ virtual void SetFadeOutTime( float milliseconds ) = 0;
+
+ //
+ // See radsound_<platform name>.hpp for details on this stuff
+ //
+ virtual void SetXboxRoom( int mBvalue ) = 0;
+ virtual void SetXboxRoomHF( int mBvalue ) = 0;
+ virtual void SetXboxRoomRolloffFactor( float value ) = 0;
+ virtual void SetXboxDecayTime( float value ) = 0;
+ virtual void SetXboxDecayHFRatio( float value ) = 0;
+ virtual void SetXboxReflections( int mBvalue ) = 0;
+ virtual void SetXboxReflectionsDelay( float value ) = 0;
+ virtual void SetXboxReverb( int mBvalue ) = 0;
+ virtual void SetXboxReverbDelay( float value ) = 0;
+ virtual void SetXboxDiffusion( float value ) = 0;
+ virtual void SetXboxDensity( float value ) = 0;
+ virtual void SetXboxHFReference( float value ) = 0;
+
+ // No RadTuner interface for enumerations as far as I know, so
+ // we'll have to cast whatever integer we get here
+ virtual void SetPS2ReverbMode( int mode ) = 0;
+
+ virtual void SetPS2Delay( float delayTime ) = 0;
+ virtual void SetPS2Feedback( float feedback ) = 0;
+
+ virtual void SetGCPreDelay( float milliseconds ) = 0;
+ virtual void SetGCReverbTime( float milliseconds ) = 0;
+ virtual void SetGCColoration( float coloration ) = 0;
+ virtual void SetGCDamping( float damping ) = 0;
+
+ // Must be defined for all platforms cause of the script.
+ virtual void SetWinEnvironmentDiffusion( float diffusion ) = 0;
+ virtual void SetWinAirAbsorptionHF( float value ) = 0;
+};
+
+
+#endif // IREVERBSETTINGS_H
+
diff --git a/game/code/sound/soundfx/positionalsoundsettings.cpp b/game/code/sound/soundfx/positionalsoundsettings.cpp
new file mode 100644
index 0000000..670bf9b
--- /dev/null
+++ b/game/code/sound/soundfx/positionalsoundsettings.cpp
@@ -0,0 +1,180 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: positionalsoundsettings.cpp
+//
+// Description: Implement positionalSoundSettings
+//
+// History: 12/20/2002 + Created -- Darren
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include <string.h>
+
+//========================================
+// Project Includes
+//========================================
+#include <sound/soundfx/positionalsoundsettings.h>
+
+#include <memory/srrmemory.h>
+
+
+//*****************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//*****************************************************************************
+
+//
+// Initialially the list is empty
+//
+positionalSoundSettings* radLinkedClass< positionalSoundSettings >::s_pLinkedClassHead = NULL;
+positionalSoundSettings* radLinkedClass< positionalSoundSettings >::s_pLinkedClassTail = NULL;
+
+//*****************************************************************************
+//
+// Public Member Functions
+//
+//*****************************************************************************
+
+//=============================================================================
+// positionalSoundSettings::positionalSoundSettings
+//=============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//=============================================================================
+positionalSoundSettings::positionalSoundSettings() :
+ radRefCount( 0 ),
+ m_clipName( NULL ),
+ m_minDist( 10.0f ),
+ m_maxDist( 100.0f ),
+ m_playProbability( 1.0f )
+{
+}
+
+//=============================================================================
+// positionalSoundSettings::~positionalSoundSettings
+//=============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//=============================================================================
+positionalSoundSettings::~positionalSoundSettings()
+{
+ delete m_clipName;
+}
+
+//=============================================================================
+// positionalSoundSettings::SetClipName
+//=============================================================================
+// Description: Set name of the sound resource to be played at this position
+//
+// Parameters: clipName - name of sound resource
+//
+// Return: void
+//
+//=============================================================================
+void positionalSoundSettings::SetClipName( const char* clipName )
+{
+ rAssert( clipName != NULL );
+
+ m_clipName = new(GMA_PERSISTENT) char[strlen(clipName)+1];
+ strcpy( m_clipName, clipName );
+}
+
+//=============================================================================
+// positionalSoundSettings::SetMinDistance
+//=============================================================================
+// Description: Set distance at which volume is maxed (kinda counterintuitive,
+// but that seems to be the convention)
+//
+// Parameters: min - distance to set
+//
+// Return: void
+//
+//=============================================================================
+void positionalSoundSettings::SetMinDistance( float min )
+{
+ rAssert( min >= 0.0f );
+
+ m_minDist = min;
+}
+
+//=============================================================================
+// positionalSoundSettings::SetMaxDistance
+//=============================================================================
+// Description: Set the distance at which the volume reaches zero
+//
+// Parameters: max - distance to set
+//
+// Return: void
+//
+//=============================================================================
+void positionalSoundSettings::SetMaxDistance( float max )
+{
+ rAssert( max >= 0.0f );
+
+ m_maxDist = max;
+}
+
+//=============================================================================
+// positionalSoundSettings::SetPlaybackProbability
+//=============================================================================
+// Description: Set probability that sound will be played when we enter
+// the trigger volume
+//
+// Parameters: prob - probability on scale of 0.0 to 1.0
+//
+// Return: void
+//
+//=============================================================================
+void positionalSoundSettings::SetPlaybackProbability( float prob )
+{
+ rAssert( prob >= 0.0f );
+ rAssert( prob <= 1.0f );
+
+ m_playProbability = prob;
+}
+
+//*****************************************************************************
+//
+// Private Member Functions
+//
+//*****************************************************************************
+
+//******************************************************************************
+// Factory functions
+//******************************************************************************
+
+//==============================================================================
+// PositionalSettingsObjCreate
+//==============================================================================
+// Description: Factory function for creating positionalSoundSettings objects.
+// Called by RadScript.
+//
+// Parameters: ppParametersObj - Address of ptr to new object
+// allocator - FTT pool to allocate object within
+//
+// Return: N/A.
+//
+//==============================================================================
+void PositionalSettingsObjCreate
+(
+ IPositionalSoundSettings** ppParametersObj,
+ radMemoryAllocator allocator
+)
+{
+ rAssert( ppParametersObj != NULL );
+ (*ppParametersObj) = new ( allocator ) positionalSoundSettings( );
+ (*ppParametersObj)->AddRef( );
+}
diff --git a/game/code/sound/soundfx/positionalsoundsettings.h b/game/code/sound/soundfx/positionalsoundsettings.h
new file mode 100644
index 0000000..8174598
--- /dev/null
+++ b/game/code/sound/soundfx/positionalsoundsettings.h
@@ -0,0 +1,80 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: positionalsoundsettings.h
+//
+// Description: Declaration of object encapsulating positional sound settings
+//
+// History: 12/20/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef POSITIONALSOUNDSETTINGS_H
+#define POSITIONALSOUNDSETTINGS_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <radlinkedclass.hpp>
+
+#include <sound/soundfx/ipositionalsoundsettings.h>
+
+//========================================
+// Forward References
+//========================================
+
+//=============================================================================
+//
+// Synopsis: positionalSoundSettings
+//
+//=============================================================================
+
+class positionalSoundSettings: public IPositionalSoundSettings,
+ public radLinkedClass< positionalSoundSettings >,
+ public radRefCount
+{
+ public:
+ IMPLEMENT_REFCOUNTED( "positionalSoundSettings" );
+ positionalSoundSettings();
+ virtual ~positionalSoundSettings();
+
+ void SetClipName( const char* clipName );
+ const char* GetClipName() { return( m_clipName ); }
+
+ void SetMinDistance( float min );
+ float GetMinDistance() { return( m_minDist ); }
+
+ void SetMaxDistance( float max );
+ float GetMaxDistance() { return( m_maxDist ); }
+
+ void SetPlaybackProbability( float prob );
+ float GetPlaybackProbability() { return( m_playProbability ); }
+
+ private:
+ //Prevent wasteful constructor creation.
+ positionalSoundSettings( const positionalSoundSettings& positionalsoundsettings );
+ positionalSoundSettings& operator=( const positionalSoundSettings& positionalsoundsettings );
+
+ //
+ // Settings
+ //
+ char* m_clipName;
+ float m_minDist;
+ float m_maxDist;
+ float m_playProbability;
+};
+
+//=============================================================================
+// Factory Functions
+//=============================================================================
+
+//
+// Create a positionalSoundSettings object
+//
+void PositionalSettingsObjCreate
+(
+ IPositionalSoundSettings** ppSettings,
+ radMemoryAllocator allocator
+);
+
+#endif //POSITIONALSOUNDSETTINGS_H
diff --git a/game/code/sound/soundfx/ps2reverbcontroller.cpp b/game/code/sound/soundfx/ps2reverbcontroller.cpp
new file mode 100644
index 0000000..cf88160
--- /dev/null
+++ b/game/code/sound/soundfx/ps2reverbcontroller.cpp
@@ -0,0 +1,124 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: ps2reverbcontroller.cpp
+//
+// Description: Implementation for the PS2ReverbController class, which provides
+// the PS2-specific reverb control
+//
+// History: 10/28/2002 + Created -- Darren
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include <radsound_ps2.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include <sound/soundfx/ps2reverbcontroller.h>
+
+#include <sound/soundfx/reverbsettings.h>
+
+#include <memory/srrmemory.h>
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// PS2ReverbController::PS2ReverbController
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+PS2ReverbController::PS2ReverbController()
+{
+ m_reverbInterface = ::radSoundCreateEffectPs2( GMA_PERSISTENT );
+
+ //
+ // Wheee!!!!
+ //
+ m_reverbInterface->SetMode( IRadSoundEffectPs2::Off );
+
+ registerReverbEffect( m_reverbInterface );
+}
+
+//==============================================================================
+// PS2ReverbController::~PS2ReverbController
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+PS2ReverbController::~PS2ReverbController()
+{
+ m_reverbInterface->Release();
+ m_reverbInterface = NULL;
+}
+
+//=============================================================================
+// PS2ReverbController::SetReverbOn
+//=============================================================================
+// Description: Self-explanatory
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void PS2ReverbController::SetReverbOn( reverbSettings* settings )
+{
+ if( settings != NULL )
+ {
+ m_reverbInterface->SetMode( static_cast<IRadSoundEffectPs2::Mode>(settings->GetPS2ReverbMode()) );
+ m_reverbInterface->SetGain( settings->GetGain() );
+ m_reverbInterface->SetDelay( settings->GetPS2Delay() );
+ m_reverbInterface->SetFeedback( settings->GetPS2Feedback() );
+
+ prepareFadeSettings( settings->GetGain(), settings->GetFadeInTime(),
+ settings->GetFadeOutTime() );
+ }
+ else
+ {
+ rReleaseString( "Settings is NULL\n" );
+ }
+}
+
+//=============================================================================
+// PS2ReverbController::SetReverbOff
+//=============================================================================
+// Description: Self-explanatory
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void PS2ReverbController::SetReverbOff()
+{
+ startFadeOut();
+}
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
diff --git a/game/code/sound/soundfx/ps2reverbcontroller.h b/game/code/sound/soundfx/ps2reverbcontroller.h
new file mode 100644
index 0000000..d756bc2
--- /dev/null
+++ b/game/code/sound/soundfx/ps2reverbcontroller.h
@@ -0,0 +1,54 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: ps2reverbcontroller.h
+//
+// Description: Declaration for the PS2ReverbController class, which provides
+// the PS2-specific reverb control
+//
+// History: 10/28/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef PS2REVERBCONTROLLER_H
+#define PS2REVERBCONTROLLER_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <sound/soundfx/reverbcontroller.h>
+
+//========================================
+// Forward References
+//========================================
+struct IRadSoundEffectPs2;
+
+//=============================================================================
+//
+// Synopsis: PS2ReverbController
+//
+//=============================================================================
+
+class PS2ReverbController : public ReverbController
+{
+ public:
+ PS2ReverbController();
+ virtual ~PS2ReverbController();
+
+ void SetReverbOn( reverbSettings* settings );
+ void SetReverbOff();
+
+ private:
+ //Prevent wasteful constructor creation.
+ PS2ReverbController( const PS2ReverbController& original );
+ PS2ReverbController& operator=( const PS2ReverbController& rhs );
+
+ //
+ // Radsound's PS2 reverb interface
+ //
+ IRadSoundEffectPs2* m_reverbInterface;
+};
+
+
+#endif // PS2REVERBCONTROLLER_H
+
diff --git a/game/code/sound/soundfx/reverbcontroller.cpp b/game/code/sound/soundfx/reverbcontroller.cpp
new file mode 100644
index 0000000..672d542
--- /dev/null
+++ b/game/code/sound/soundfx/reverbcontroller.cpp
@@ -0,0 +1,410 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: reverbcontroller.cpp
+//
+// Description: Implementation for ReverbController, which turns reverb on
+// and off and sets control values.
+//
+// History: 10/28/2002 + Created -- Darren
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include <radsound_hal.hpp>
+#include <radnamespace.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include <sound/soundfx/reverbcontroller.h>
+
+#include <sound/soundfx/reverbsettings.h>
+#include <sound/soundrenderer/soundrenderingmanager.h>
+
+#include <events/eventmanager.h>
+
+
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// ReverbController::ReverbController
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+ReverbController::ReverbController() :
+ m_targetGain( 0.0f ),
+ m_currentGain( 0.0f ),
+ m_fadeInMultiplier( 1.0f ),
+ m_fadeOutMultiplier( 1.0f ),
+ m_lastReverb( NULL ),
+ m_queuedReverb( NULL )
+{
+ unsigned int event;
+ EventManager* eventMgr = GetEventManager();
+
+ rAssert( eventMgr != NULL );
+
+ //
+ // Register all of the ambience events
+ //
+ for( event = EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_CITY;
+ event < EVENT_LOCATOR + LocatorEvent::PARKED_BIRDS;
+ ++event )
+ {
+ eventMgr->AddListener( this, static_cast<EventEnum>(event) );
+ }
+ eventMgr->AddListener(this, EVENT_MISSION_RESET);
+ eventMgr->AddListener(this, EVENT_MISSION_CHARACTER_RESET);
+
+ // bmc -- add registering of extra ambient sound events (placeholder and otherwise)
+ for( event = EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_COUNTRY_NIGHT;
+ event <= EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_PLACEHOLDER9;
+ ++event )
+ {
+ eventMgr->AddListener( this, static_cast<EventEnum>(event) );
+ }
+
+ for( event = EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_SEASIDE_NIGHT;
+ event <= EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_PLACEHOLDER16;
+ ++event )
+ {
+ eventMgr->AddListener( this, static_cast<EventEnum>(event) );
+ }
+ // bmc
+
+
+}
+
+//==============================================================================
+// ReverbController::~ReverbController
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+ReverbController::~ReverbController()
+{
+ GetEventManager()->RemoveAll( this );
+}
+
+//=============================================================================
+// ReverbController::SetReverbGain
+//=============================================================================
+// Description: Set the gain on the entire reverb system
+//
+// Parameters: gain - 0 to 1 gain value
+//
+// Return: None
+//
+//=============================================================================
+void ReverbController::SetReverbGain( float gain )
+{
+ ::radSoundHalSystemGet()->SetAuxGain( REVERB_AUX_EFFECT_NUMBER, gain );
+}
+
+//=============================================================================
+// ReverbController::HandleEvent
+//=============================================================================
+// Description: Listen for events that will cause us to switch reverb modes
+// on and off
+//
+// Parameters: id - event ID
+// pEventData - user data, unused
+//
+// Return: void
+//
+//=============================================================================
+void ReverbController::HandleEvent( EventEnum id, void* pEventData )
+{
+ reverbSettings* settingsObj = NULL;
+ reverbSettings* oldSettings = m_lastReverb;
+
+ switch( id )
+ {
+ case EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_PP_ROOM_1:
+ settingsObj = getReverbSettings( "pproom1" );
+ break;
+
+ case EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_PP_ROOM_2:
+ settingsObj = getReverbSettings( "pproom2" );
+ break;
+
+ case EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_PP_ROOM_3:
+ settingsObj = getReverbSettings( "pproom3" );
+ break;
+
+ case EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_PP_TUNNEL_1:
+ settingsObj = getReverbSettings( "PP_tunnel_01" );
+ break;
+
+ case EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_PP_TUNNEL_2:
+ settingsObj = getReverbSettings( "PP_tunnel_02" );
+ break;
+
+ case EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_BURNS_TUNNEL:
+ settingsObj = getReverbSettings( "burns_tunnel" );
+ break;
+
+ case EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_MANSION_INTERIOR:
+ settingsObj = getReverbSettings( "mansion_interior" );
+ break;
+
+ case EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_SEWERS:
+ settingsObj = getReverbSettings( "sewers" );
+ break;
+
+ case EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_STONE_CUTTER_TUNNEL:
+ settingsObj = getReverbSettings( "stonecuttertunnel" );
+ break;
+
+ case EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_STONE_CUTTER_HALL:
+ settingsObj = getReverbSettings( "stonecutterhall" );
+ break;
+
+ case EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_STADIUM_TUNNEL:
+ settingsObj = getReverbSettings( "stadiumtunnel" );
+ break;
+
+ case EVENT_LOCATOR + LocatorEvent::AMBIENT_SOUND_KRUSTYLU_EXTERIOR:
+ settingsObj = getReverbSettings( "krustylu" );
+ break;
+
+ default:
+ //
+ // This should be triggered by any ambient sound trigger that
+ // isn't mapped to reverb above
+ //
+ SetReverbOff();
+ m_lastReverb = NULL;
+ break;
+ }
+
+ if( settingsObj != NULL )
+ {
+ //
+ // No sense in switching to something we're already doing. That only
+ // seems to lead to unnecessary clicks on PS2 anyway.
+ //
+ if( settingsObj != oldSettings )
+ {
+ if( m_currentGain > 0.0f )
+ {
+ //
+ // We can't do a sudden switch without hearing popping. Queue up this
+ // switch to occur after we fade out
+ //
+ prepareFadeSettings( 0.0f, settingsObj->GetFadeInTime(), settingsObj->GetFadeOutTime() );
+ m_queuedReverb = m_lastReverb;
+ }
+ else
+ {
+ SetReverbOn( settingsObj );
+ }
+ }
+ }
+}
+
+//=============================================================================
+// ReverbController::ServiceOncePerFrame
+//=============================================================================
+// Description: Handle the fading in and fading out of reverb
+//
+// Parameters: elapsedTime - elapsed time since last update
+//
+// Return: void
+//
+//=============================================================================
+void ReverbController::ServiceOncePerFrame( unsigned int elapsedTime )
+{
+ if( m_currentGain == m_targetGain )
+ {
+ if( ( m_targetGain == 0.0f )
+ && ( m_queuedReverb != NULL ) )
+ {
+ //
+ // We're done fading out, now we can make the switch and fade
+ // back in
+ //
+ SetReverbOn( m_queuedReverb );
+ m_queuedReverb = NULL;
+ }
+
+ return;
+ }
+ else if( m_currentGain < m_targetGain )
+ {
+ m_currentGain += ( elapsedTime * m_fadeInMultiplier );
+ if( m_currentGain > m_targetGain )
+ {
+ m_currentGain = m_targetGain;
+ }
+ }
+ else
+ {
+ m_currentGain -= ( elapsedTime * m_fadeOutMultiplier );
+ if( m_currentGain < m_targetGain )
+ {
+ m_currentGain = m_targetGain;
+ }
+ }
+
+ SetReverbGain( m_currentGain );
+}
+
+//=============================================================================
+// ReverbController::PauseReverb
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void ReverbController::PauseReverb()
+{
+ if( m_lastReverb != NULL )
+ {
+ SetReverbOff();
+ }
+}
+
+//=============================================================================
+// ReverbController::UnpauseReverb
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void ReverbController::UnpauseReverb()
+{
+ if( m_lastReverb != NULL )
+ {
+ SetReverbOn( m_lastReverb );
+ }
+}
+
+//******************************************************************************
+//
+// Protected Member Functions
+//
+//******************************************************************************
+
+void ReverbController::registerReverbEffect( IRadSoundHalEffect* reverbEffect )
+{
+ ::radSoundHalSystemGet()->SetAuxEffect( REVERB_AUX_EFFECT_NUMBER, reverbEffect );
+ ::radSoundHalSystemGet()->SetAuxGain( REVERB_AUX_EFFECT_NUMBER, 0.0f );
+
+ Sound::daSoundRenderingManagerGet()->GetTheListener()->SetEnvironmentAuxSend( REVERB_AUX_EFFECT_NUMBER );
+ Sound::daSoundRenderingManagerGet()->GetTheListener()->SetEnvEffectsEnabled( true );
+}
+
+//=============================================================================
+// ReverbController::prepareFadeSettings
+//=============================================================================
+// Description: Set up the member values for fading reverb in and out
+//
+// Parameters: targetGain - gain value to gradually move to
+// fadeInTime - time in seconds for the fade, assuming we're
+// going from 0.0 to 1.0
+// fadeOutTime - similar to fadeInTime
+//
+// Return: void
+//
+//=============================================================================
+void ReverbController::prepareFadeSettings( float targetGain, float fadeInTime, float fadeOutTime )
+{
+ m_targetGain = targetGain;
+
+ m_fadeInMultiplier = fadeInTime;
+ if( m_fadeInMultiplier == 0.0f )
+ {
+ m_fadeInMultiplier = 1.0f;
+ }
+ else
+ {
+ m_fadeInMultiplier = 1.0f / m_fadeInMultiplier;
+ }
+ m_fadeOutMultiplier = fadeOutTime;
+ if( m_fadeOutMultiplier == 0.0f )
+ {
+ m_fadeOutMultiplier = 1.0f;
+ }
+ else
+ {
+ m_fadeOutMultiplier = 1.0f / m_fadeInMultiplier;
+ }
+}
+
+//=============================================================================
+// ReverbController::startFadeOut
+//=============================================================================
+// Description: Set up for the gradual reverb fadeout
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void ReverbController::startFadeOut()
+{
+ m_targetGain = 0.0f;
+}
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
+
+//=============================================================================
+// ReverbController::getReverbSettings
+//=============================================================================
+// Description: Retrieve the object containing a group of reverb settings
+//
+// Parameters: objName - name of reverbSettings object to find
+//
+// Return: void
+//
+//=============================================================================
+reverbSettings* ReverbController::getReverbSettings( const char* objName )
+{
+ IRadNameSpace* nameSpace;
+
+ nameSpace = Sound::daSoundRenderingManagerGet()->GetTuningNamespace();
+ rAssert( nameSpace != NULL );
+
+ if ( objName != NULL )
+ {
+ rTunePrintf( "\n\nAUDIO: Reverb Settings: [%s]\n\n\n", objName );
+ }
+
+ m_lastReverb = static_cast<reverbSettings*>(nameSpace->GetInstance( objName ));
+
+ return( m_lastReverb );
+} \ No newline at end of file
diff --git a/game/code/sound/soundfx/reverbcontroller.h b/game/code/sound/soundfx/reverbcontroller.h
new file mode 100644
index 0000000..d3bc037
--- /dev/null
+++ b/game/code/sound/soundfx/reverbcontroller.h
@@ -0,0 +1,83 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: reverbcontroller.h
+//
+// Description: Declaration for the ReverbController class, which turns reverb
+// on and off and applies the required control values.
+//
+// History: 10/28/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef REVERBCONTROLLER_H
+#define REVERBCONTROLLER_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <events/eventlistener.h>
+
+//========================================
+// Forward References
+//========================================
+
+struct IRadSoundHalEffect;
+class reverbSettings;
+
+//=============================================================================
+//
+// Synopsis: ReverbController
+//
+//=============================================================================
+
+class ReverbController : public EventListener
+{
+ public:
+ ReverbController();
+ virtual ~ReverbController();
+
+ void SetReverbGain( float gain );
+
+ virtual void SetReverbOn( reverbSettings* settings ) = 0;
+ virtual void SetReverbOff() = 0;
+
+ virtual void PauseReverb();
+ virtual void UnpauseReverb();
+
+ //
+ // EventListener interface
+ //
+ void HandleEvent( EventEnum id, void* pEventData );
+
+ void ServiceOncePerFrame( unsigned int elapsedTime );
+
+ protected:
+ static const int REVERB_AUX_EFFECT_NUMBER = 0;
+
+ void registerReverbEffect( IRadSoundHalEffect* reverbEffect );
+ void prepareFadeSettings( float targetGain, float fadeInTime, float fadeOutTime );
+ void startFadeOut();
+
+ private:
+ //Prevent wasteful constructor creation.
+ ReverbController( const ReverbController& original );
+ ReverbController& operator=( const ReverbController& rhs );
+
+ reverbSettings* getReverbSettings( const char* objName );
+
+ //
+ // Used for gradual changes in reverb
+ //
+ float m_targetGain;
+ float m_currentGain;
+ float m_fadeInMultiplier;
+ float m_fadeOutMultiplier;
+
+ reverbSettings* m_lastReverb;
+ reverbSettings* m_queuedReverb;
+};
+
+
+#endif // REVERBCONTROLLER_H
+
diff --git a/game/code/sound/soundfx/reverbsettings.cpp b/game/code/sound/soundfx/reverbsettings.cpp
new file mode 100644
index 0000000..d44c200
--- /dev/null
+++ b/game/code/sound/soundfx/reverbsettings.cpp
@@ -0,0 +1,133 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: reverbsettings.cpp
+//
+// Description: Definition for the reverbSettings class, which stores sets
+// of reverb parameters to be applied whenever we want that
+// reverby sound thing happening. NOTE: lower-case "r" needed
+// to make RadScript happy.
+//
+// History: 11/5/2002 + Created -- Darren
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+
+//========================================
+// Project Includes
+//========================================
+#include <sound/soundfx/reverbsettings.h>
+
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+//
+// Initialially the list is empty
+//
+reverbSettings* radLinkedClass< reverbSettings >::s_pLinkedClassHead = NULL;
+reverbSettings* radLinkedClass< reverbSettings >::s_pLinkedClassTail = NULL;
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// reverbSettings::reverbSettings
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+reverbSettings::reverbSettings() :
+ radRefCount( 0 ),
+
+ m_gain( 0.0f ),
+ m_fadeInTime( 0.0f ),
+ m_fadeOutTime( 0.0f ),
+
+ m_xboxRoom( 0 ),
+ m_xboxRoomHF( 0 ),
+ m_xboxRoomRolloff( 0.0f ),
+ m_xboxDecay( 0.0f ),
+ m_xboxDecayHFRatio( 0.0f ),
+ m_xboxReflections( 0 ),
+ m_xboxReflectionsDelay( 0.0f ),
+ m_xboxReverb( 0 ),
+ m_xboxReverbDelay( 0.0f ),
+ m_xboxDiffusion( 0.0f ),
+ m_xboxDensity( 0.0f ),
+ m_xboxHFReference( 0.0f ),
+
+ m_ps2ReverbMode( 0 ),
+ m_ps2Delay( 0.0f ),
+ m_ps2Feedback( 0.0f ),
+
+ m_gcPreDelay( 0.0f ),
+ m_gcReverbTime( 0.0f ),
+ m_gcColoration( 0.0f ),
+ m_gcDamping( 0.0f ),
+
+ m_winEnvironmentDiffusion( 1.0f ),
+ m_winAirAbsorptionHF( -5.0f )
+{
+}
+
+//==============================================================================
+// reverbSettings::~reverbSettings
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+reverbSettings::~reverbSettings()
+{
+}
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
+
+//******************************************************************************
+// Factory functions
+//******************************************************************************
+
+//==============================================================================
+// ReverbSettingsObjCreate
+//==============================================================================
+// Description: Factory function for creating reverbSettings objects.
+// Called by RadScript.
+//
+// Parameters: ppSettings - Address of ptr to new object
+// allocator - FTT pool to allocate object within
+//
+// Return: N/A.
+//
+//==============================================================================
+void ReverbSettingsObjCreate
+(
+ IReverbSettings** ppSettings,
+ radMemoryAllocator allocator
+)
+{
+ rAssert( ppSettings != NULL );
+ (*ppSettings) = new ( allocator ) reverbSettings( );
+ (*ppSettings)->AddRef( );
+}
+
diff --git a/game/code/sound/soundfx/reverbsettings.h b/game/code/sound/soundfx/reverbsettings.h
new file mode 100644
index 0000000..8ea3bbe
--- /dev/null
+++ b/game/code/sound/soundfx/reverbsettings.h
@@ -0,0 +1,158 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: reverbsettings.h
+//
+// Description: Declaration for the reverbSettings class, which stores sets
+// of reverb parameters to be applied whenever we want that
+// reverby sound thing happening. NOTE: lower-case "r" needed
+// to make RadScript happy.
+//
+// History: 11/5/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef REVERBSETTINGS_H
+#define REVERBSETTINGS_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <radobject.hpp>
+#include <radlinkedclass.hpp>
+
+#include <sound/soundfx/ireverbsettings.h>
+
+//========================================
+// Forward References
+//========================================
+
+//=============================================================================
+//
+// Synopsis: reverbSettings
+//
+//=============================================================================
+
+class reverbSettings : public IReverbSettings,
+ public radLinkedClass< reverbSettings >,
+ public radRefCount
+{
+ public:
+ IMPLEMENT_REFCOUNTED( "reverbSettings" );
+
+ reverbSettings();
+ virtual ~reverbSettings();
+
+ void SetGain( float gain ) { m_gain = gain; }
+ float GetGain() { return( m_gain ); }
+ void SetFadeInTime( float milliseconds ) { m_fadeInTime = milliseconds; }
+ float GetFadeInTime() { return( m_fadeInTime ); }
+ void SetFadeOutTime( float milliseconds ) { m_fadeOutTime = milliseconds; }
+ float GetFadeOutTime() { return( m_fadeOutTime ); }
+
+ //
+ // See radsound_<platform name>.hpp for details on this stuff
+ //
+ void SetXboxRoom( int mBvalue ) { m_xboxRoom = mBvalue; }
+ int GetXboxRoom() { return( m_xboxRoom ); }
+ void SetXboxRoomHF( int mBvalue ) { m_xboxRoomHF = mBvalue; }
+ int GetXboxRoomHF() { return( m_xboxRoomHF ); }
+ void SetXboxRoomRolloffFactor( float value ) { m_xboxRoomRolloff = value; }
+ float GetXboxRoomRolloffFactor() { return( m_xboxRoomRolloff ); }
+ void SetXboxDecayTime( float value ) { m_xboxDecay = value; }
+ float GetXboxDecayTime() { return( m_xboxDecay ); }
+ void SetXboxDecayHFRatio( float value ) { m_xboxDecayHFRatio = value; }
+ float GetXboxDecayHFRatio() { return( m_xboxDecayHFRatio ); }
+ void SetXboxReflections( int mBvalue ) { m_xboxReflections = mBvalue; }
+ int GetXboxReflections() { return( m_xboxReflections ); }
+ void SetXboxReflectionsDelay( float value ) { m_xboxReflectionsDelay = value; }
+ float GetXboxReflectionsDelay() { return( m_xboxReflectionsDelay ); }
+ void SetXboxReverb( int mBvalue ) { m_xboxReverb = mBvalue; }
+ int GetXboxReverb() { return( m_xboxReverb ); }
+ void SetXboxReverbDelay( float value ) { m_xboxReverbDelay = value; }
+ float GetXboxReverbDelay() { return( m_xboxReverbDelay ); }
+ void SetXboxDiffusion( float value ) { m_xboxDiffusion = value; }
+ float GetXboxDiffusion() { return( m_xboxDiffusion ); }
+ void SetXboxDensity( float value ) { m_xboxDensity = value; }
+ float GetXboxDensity() { return( m_xboxDensity ); }
+ void SetXboxHFReference( float value ) { m_xboxHFReference = value; }
+ float GetXboxHFReference() { return( m_xboxHFReference ); }
+
+ // No RadTuner interface for enumerations as far as I know, so
+ // we'll have to cast whatever integer we get here
+ void SetPS2ReverbMode( int mode ) { m_ps2ReverbMode = mode; }
+ int GetPS2ReverbMode() { return( m_ps2ReverbMode ); }
+
+ void SetPS2Delay( float delayTime ) { m_ps2Delay = delayTime; }
+ float GetPS2Delay() { return( m_ps2Delay ); }
+ void SetPS2Feedback( float feedback ) { m_ps2Feedback = feedback; }
+ float GetPS2Feedback() { return( m_ps2Feedback ); }
+
+ void SetGCPreDelay( float milliseconds ) { m_gcPreDelay = milliseconds; }
+ float GetGCPreDelay() { return( m_gcPreDelay ); }
+ void SetGCReverbTime( float milliseconds ) { m_gcReverbTime = milliseconds; }
+ float GetGCReverbTime() { return( m_gcReverbTime ); }
+ void SetGCColoration( float coloration ) { m_gcColoration = coloration; }
+ float GetGCColoration() { return( m_gcColoration ); }
+ void SetGCDamping( float damping ) { m_gcDamping = damping; }
+ float GetGCDamping() { return( m_gcDamping ); }
+
+ // Must be defined for all platforms cause of the script.
+ void SetWinEnvironmentDiffusion( float diffusion ) { m_winEnvironmentDiffusion = diffusion; }
+ float GetWinEnvironmentDiffusion() const { return m_winEnvironmentDiffusion; }
+ void SetWinAirAbsorptionHF( float value ) { m_winAirAbsorptionHF = value; }
+ float GetWinAirAbsorptionHF() const { return m_winAirAbsorptionHF; }
+
+ private:
+ //Prevent wasteful constructor creation.
+ reverbSettings( const reverbSettings& original );
+ reverbSettings& operator=( const reverbSettings& rhs );
+
+ //
+ // Reverb parameters
+ //
+ float m_gain;
+ float m_fadeInTime;
+ float m_fadeOutTime;
+
+ int m_xboxRoom;
+ int m_xboxRoomHF;
+ float m_xboxRoomRolloff;
+ float m_xboxDecay;
+ float m_xboxDecayHFRatio;
+ int m_xboxReflections;
+ float m_xboxReflectionsDelay;
+ int m_xboxReverb;
+ float m_xboxReverbDelay;
+ float m_xboxDiffusion;
+ float m_xboxDensity;
+ float m_xboxHFReference;
+
+ int m_ps2ReverbMode;
+ float m_ps2Delay;
+ float m_ps2Feedback;
+
+ float m_gcPreDelay;
+ float m_gcReverbTime;
+ float m_gcColoration;
+ float m_gcDamping;
+
+ float m_winEnvironmentDiffusion;
+ float m_winAirAbsorptionHF;
+};
+
+//=============================================================================
+// Factory Functions
+//=============================================================================
+
+//
+// Create a reverbSettings object
+//
+void ReverbSettingsObjCreate
+(
+ IReverbSettings** ppSettings,
+ radMemoryAllocator allocator
+);
+
+#endif // REVERBSETTINGS_H
+
diff --git a/game/code/sound/soundfx/soundeffectplayer.cpp b/game/code/sound/soundfx/soundeffectplayer.cpp
new file mode 100644
index 0000000..5847956
--- /dev/null
+++ b/game/code/sound/soundfx/soundeffectplayer.cpp
@@ -0,0 +1,249 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: soundeffectplayer.cpp
+//
+// Description: Implement SoundEffectPlayer, which switches between
+// the objects that direct the soundfx logic for various game
+// states
+//
+// History: 31/07/2002 + Created -- Darren
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+
+//========================================
+// Project Includes
+//========================================
+#include <sound/soundfx/soundeffectplayer.h>
+
+#include <sound/soundfx/soundfxfrontendlogic.h>
+#include <sound/soundfx/soundfxgameplaylogic.h>
+#include <sound/soundfx/soundfxpauselogic.h>
+
+#ifdef RAD_XBOX
+#include <sound/soundfx/xboxreverbcontroller.h>
+#elif RAD_WIN32
+#include <sound/soundfx/win32reverbcontroller.h>
+#elif RAD_PS2
+#include <sound/soundfx/ps2reverbcontroller.h>
+#else
+#include <sound/soundfx/gcreverbcontroller.h>
+#endif
+
+#include <memory/srrmemory.h>
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// SoundEffectPlayer::SoundEffectPlayer
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+SoundEffectPlayer::SoundEffectPlayer() :
+ m_reverbController( NULL ),
+ m_currentState( FXSTATE_INVALID )
+{
+ unsigned int i;
+
+ for( i = 0; i < FXSTATE_MAX_STATES; i++ )
+ {
+ m_logicObjects[i] = NULL;
+ }
+
+ initialize();
+}
+
+//==============================================================================
+// SoundEffectPlayer::~SoundEffectPlayer
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+SoundEffectPlayer::~SoundEffectPlayer()
+{
+ unsigned int i;
+
+ for( i = 0; i < FXSTATE_MAX_STATES; i++ )
+ {
+ if( m_logicObjects[i] != NULL )
+ {
+ delete m_logicObjects[i];
+ }
+ }
+
+ delete m_reverbController;
+}
+
+//=============================================================================
+// SoundEffectPlayer::ServiceOncePerFrame
+//=============================================================================
+// Description: Positional sound servicing
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundEffectPlayer::ServiceOncePerFrame( unsigned int elapsedTime )
+{
+ if( m_currentState != FXSTATE_INVALID )
+ {
+ m_logicObjects[m_currentState]->ServiceOncePerFrame( elapsedTime );
+ }
+
+ m_reverbController->ServiceOncePerFrame( elapsedTime );
+}
+
+void SoundEffectPlayer::OnPauseStart()
+{
+ m_reverbController->PauseReverb();
+}
+
+void SoundEffectPlayer::OnPauseEnd()
+{
+ m_reverbController->UnpauseReverb();
+}
+
+//=============================================================================
+// SoundEffectPlayer::PlayCarOptionStinger
+//=============================================================================
+// Description: The following four functions play stinger sounds for the
+// level settings in the options menu
+//
+// Parameters: trim - trim setting to play it at
+//
+// Return: void
+//
+//=============================================================================
+void SoundEffectPlayer::PlayCarOptionStinger( float trim )
+{
+ playStinger( "car_stinger", trim );
+}
+
+void SoundEffectPlayer::PlayDialogOptionStinger( float trim )
+{
+ playStinger( "dialog_stinger", trim );
+}
+
+void SoundEffectPlayer::PlayMusicOptionStinger( float trim )
+{
+ playStinger( "music_stinger", trim );
+}
+
+void SoundEffectPlayer::PlaySfxOptionStinger( float trim )
+{
+ playStinger( "sfx_stinger", trim );
+}
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
+
+//=============================================================================
+// SoundEffectPlayer::initialize
+//=============================================================================
+// Description: Create the sound FX logic objects during initialization
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundEffectPlayer::initialize()
+{
+ m_logicObjects[FXSTATE_FRONTEND] = new(GMA_PERSISTENT) SoundFXFrontEndLogic();
+ m_logicObjects[FXSTATE_GAMEPLAY] = new(GMA_PERSISTENT) SoundFXGameplayLogic();
+ m_logicObjects[FXSTATE_PAUSED] = new(GMA_PERSISTENT) SoundFXPauseLogic();
+
+#ifdef RAD_PS2
+ m_reverbController = new(GMA_PERSISTENT) PS2ReverbController();
+#elif RAD_XBOX
+ m_reverbController = new(GMA_PERSISTENT) XboxReverbController();
+#elif RAD_WIN32
+ m_reverbController = new(GMA_PERSISTENT) Win32ReverbController();
+#else
+ m_reverbController = new(GMA_PERSISTENT) GCReverbController();
+#endif
+}
+
+//=============================================================================
+// SoundEffectPlayer::setSFXState
+//=============================================================================
+// Description: Switch to a new sound FX state
+//
+// Parameters: newState - state to be switched to
+//
+// Return: void
+//
+//=============================================================================
+void SoundEffectPlayer::setSFXState( SFXState newState )
+{
+ rAssert( newState < FXSTATE_MAX_STATES );
+
+ if( m_currentState != FXSTATE_INVALID )
+ {
+ m_logicObjects[m_currentState]->UnregisterEventListeners();
+ }
+
+ m_currentState = newState;
+ m_logicObjects[m_currentState]->RegisterEventListeners();
+}
+
+//=============================================================================
+// SoundEffectPlayer::doCleanup
+//=============================================================================
+// Description: Shut down anything that might be playing
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void SoundEffectPlayer::doCleanup()
+{
+ m_logicObjects[m_currentState]->Cleanup();
+
+ m_reverbController->SetReverbOff();
+}
+
+//=============================================================================
+// SoundEffectPlayer::playStinger
+//=============================================================================
+// Description: Play the given stinger resource at the specified trim
+//
+// Parameters: stingerName - name of sound resource for stinger
+// trim - volume to play it at
+//
+// Return: void
+//
+//=============================================================================
+void SoundEffectPlayer::playStinger( const char* stingerName, float trim )
+{
+ m_stingerPlayer.PlaySound( stingerName );
+ m_stingerPlayer.SetTrim( trim );
+}
diff --git a/game/code/sound/soundfx/soundeffectplayer.h b/game/code/sound/soundfx/soundeffectplayer.h
new file mode 100644
index 0000000..3985a97
--- /dev/null
+++ b/game/code/sound/soundfx/soundeffectplayer.h
@@ -0,0 +1,122 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: soundeffectplayer.h
+//
+// Description: Declaration for SoundEffectPlayer class, which switches between
+// the objects that direct the soundfx logic for various game
+// states
+//
+// History: 31/07/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef SOUNDEFFECTPLAYER_H
+#define SOUNDEFFECTPLAYER_H
+
+//========================================
+// Nested Includes
+//========================================
+
+#include <sound/simpsonssoundplayer.h>
+
+//========================================
+// Forward References
+//========================================
+
+class SoundFXLogic;
+class ReverbController;
+
+//=============================================================================
+//
+// Synopsis: SoundEffectPlayer
+//
+//=============================================================================
+
+class SoundEffectPlayer
+{
+ public:
+ SoundEffectPlayer();
+ virtual ~SoundEffectPlayer();
+
+ //
+ // Start playing front end sounds
+ //
+ void OnFrontEndStart() { setSFXState( FXSTATE_FRONTEND ); }
+
+ //
+ // Start playing gameplay sounds
+ //
+ void OnGameplayStart() { setSFXState( FXSTATE_GAMEPLAY ); }
+ void OnGameplayEnd() { doCleanup(); }
+
+ void OnPauseStart();
+ void OnPauseEnd();
+
+ void ServiceOncePerFrame( unsigned int elapsedTime );
+
+ void PlayCarOptionStinger( float trim );
+ void PlayDialogOptionStinger( float trim );
+ void PlayMusicOptionStinger( float trim );
+ void PlaySfxOptionStinger( float trim );
+
+ private:
+ //Prevent wasteful constructor creation.
+ SoundEffectPlayer( const SoundEffectPlayer& original );
+ SoundEffectPlayer& operator=( const SoundEffectPlayer& rhs );
+
+ void initialize();
+
+ //
+ // Game states in which sound effects are played
+ //
+ enum SFXState
+ {
+ FXSTATE_FRONTEND,
+ FXSTATE_GAMEPLAY,
+ FXSTATE_PAUSED,
+
+ FXSTATE_MAX_STATES,
+
+ FXSTATE_INVALID
+ };
+
+ //
+ // Set a new SFX state
+ //
+ void setSFXState( SFXState newState );
+
+ //
+ // Shut down anything that might still be playing
+ //
+ void doCleanup();
+
+ //
+ // Play a stinger (duh)
+ //
+ void playStinger( const char* stingerName, float trim );
+
+ //
+ // FX logic objects, one for each state
+ //
+ SoundFXLogic* m_logicObjects[FXSTATE_MAX_STATES];
+
+ //
+ // Reverb controller
+ //
+ ReverbController* m_reverbController;
+
+ //
+ // Current SFX state
+ //
+ SFXState m_currentState;
+
+ //
+ // Options menu stinger player
+ //
+ SimpsonsSoundPlayer m_stingerPlayer;
+};
+
+
+#endif // SOUNDEFFECTPLAYER_H
+
diff --git a/game/code/sound/soundfx/soundfxfrontendlogic.cpp b/game/code/sound/soundfx/soundfxfrontendlogic.cpp
new file mode 100644
index 0000000..d2a07aa
--- /dev/null
+++ b/game/code/sound/soundfx/soundfxfrontendlogic.cpp
@@ -0,0 +1,137 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: soundfxfrontendlogic.cpp
+//
+// Description: Implements the SoundFXFrontEndLogic class, which handles
+// the translation of events into sound effects for the front
+// end.
+//
+// History: 31/07/2002 + Created -- Darren
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+
+//========================================
+// Project Includes
+//========================================
+#include <sound/soundfx/soundfxfrontendlogic.h>
+
+#include <sound/soundmanager.h>
+
+#include <events/eventmanager.h>
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// SoundFXFrontEndLogic::SoundFXFrontEndLogic
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+SoundFXFrontEndLogic::SoundFXFrontEndLogic()
+{
+}
+
+//==============================================================================
+// SoundFXFrontEndLogic::~SoundFXFrontEndLogic
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+SoundFXFrontEndLogic::~SoundFXFrontEndLogic()
+{
+}
+
+//=============================================================================
+// SoundFXFrontEndLogic::RegisterEventListeners
+//=============================================================================
+// Description: Register as listener of sound effect events with Event Manager
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXFrontEndLogic::RegisterEventListeners()
+{
+ GetEventManager()->AddListener( this, EVENT_FE_MENU_SELECT );
+ GetEventManager()->AddListener( this, EVENT_FE_MENU_BACK );
+ GetEventManager()->AddListener( this, EVENT_FE_MENU_UPORDOWN );
+ GetEventManager()->AddListener( this, EVENT_FE_CHEAT_SUCCESS );
+ GetEventManager()->AddListener( this, EVENT_FE_CHEAT_FAILURE );
+ GetEventManager()->AddListener( this, EVENT_FE_CREDITS_NEW_LINE );
+}
+
+//=============================================================================
+// SoundFXFrontEndLogic::HandleEvent
+//=============================================================================
+// Description: Play sound effects in response to events
+//
+// Parameters: id - Sound effect event identifier
+// pEventData - Currently unused
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXFrontEndLogic::HandleEvent( EventEnum id, void* pEventData )
+{
+ switch( id )
+ {
+ case EVENT_FE_MENU_SELECT:
+ playSFXSound( "accept", true, false, NULL, GetSoundManager()->GetSfxVolume() );
+ break;
+
+ case EVENT_FE_MENU_BACK:
+ playSFXSound( "back", true, false, NULL, GetSoundManager()->GetSfxVolume() );
+ break;
+
+ case EVENT_FE_MENU_UPORDOWN:
+ playSFXSound( "scroll", true, false, NULL, GetSoundManager()->GetSfxVolume() );
+ break;
+
+ case EVENT_FE_CHEAT_SUCCESS:
+ playSFXSound( "cheat_success", true, false, NULL, GetSoundManager()->GetSfxVolume() );
+ break;
+
+ case EVENT_FE_CHEAT_FAILURE:
+ playSFXSound( "cheat_fail", true, false, NULL, GetSoundManager()->GetSfxVolume() );
+ break;
+
+ case EVENT_FE_CREDITS_NEW_LINE:
+ playCreditLine( reinterpret_cast<int>(pEventData) );
+ break;
+
+ default:
+ rAssertMsg( false, "Huh? Unexpected sound FX event\n" );
+ break;
+ }
+}
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
+
diff --git a/game/code/sound/soundfx/soundfxfrontendlogic.h b/game/code/sound/soundfx/soundfxfrontendlogic.h
new file mode 100644
index 0000000..eebe139
--- /dev/null
+++ b/game/code/sound/soundfx/soundfxfrontendlogic.h
@@ -0,0 +1,50 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: soundfxfrontendlogic.h
+//
+// Description: Declaration for the SoundFXFrontEndLogic class, which handles
+// the translation of events into sound effects for the front
+// end.
+//
+// History: 31/07/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef SOUNDFXFRONTENDLOGIC_H
+#define SOUNDFXFRONTENDLOGIC_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <sound/soundfx/soundfxlogic.h>
+
+//========================================
+// Forward References
+//========================================
+
+//=============================================================================
+//
+// Synopsis: SoundFXFrontEndLogic
+//
+//=============================================================================
+
+class SoundFXFrontEndLogic : public SoundFXLogic
+{
+ public:
+ SoundFXFrontEndLogic();
+ virtual ~SoundFXFrontEndLogic();
+
+ void RegisterEventListeners();
+
+ virtual void HandleEvent( EventEnum id, void* pEventData );
+
+ private:
+ //Prevent wasteful constructor creation.
+ SoundFXFrontEndLogic( const SoundFXFrontEndLogic& original );
+ SoundFXFrontEndLogic& operator=( const SoundFXFrontEndLogic& rhs );
+};
+
+
+#endif // SOUNDFXFRONTENDLOGIC_H
+
diff --git a/game/code/sound/soundfx/soundfxgameplaylogic.cpp b/game/code/sound/soundfx/soundfxgameplaylogic.cpp
new file mode 100644
index 0000000..20b995e
--- /dev/null
+++ b/game/code/sound/soundfx/soundfxgameplaylogic.cpp
@@ -0,0 +1,1212 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: soundfxgameplaylogic.cpp
+//
+// Description: Implements the SoundFXGameplayLogic class, which handles
+// the translation of events into sound effects for the game
+//
+// History: 31/07/2002 + Created -- Darren
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include <radnamespace.hpp>
+#include <radtime.hpp>
+#include <radsound_hal.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include <sound/soundfx/soundfxgameplaylogic.h>
+
+#include <sound/soundmanager.h>
+#include <sound/soundcollisiondata.h>
+#include <sound/soundfx/positionalsoundsettings.h>
+#include <sound/soundrenderer/soundrenderingmanager.h>
+#include <sound/soundrenderer/soundallocatedresource.h>
+#include <sound/avatar/carsoundparameters.h>
+#include <sound/tuning/globalsettings.h>
+
+#include <events/eventmanager.h>
+#include <meta/scriptlocator.h>
+#include <worldsim/physicsairef.h>
+#include <worldsim/character/character.h>
+#include <worldsim/vehiclecentral.h>
+#include <worldsim/avatarmanager.h>
+#include <mission/gameplaymanager.h>
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+//
+// These are compared against the collision impulse value, which is 0 - 1.
+//
+
+static const float ARBITRARY_IMPULSE_THRESHOLD = 0.01f;
+
+// Above this value, send big crash event to dialog system
+static const float ARBITRARY_BIG_CRASH_THRESHOLD = 0.15f;
+
+// These values determine whether to play small, medium, or big crash
+// sounds for vehicles
+static const float ARBITRARY_VEHICLE_MEDIUM_CRASH_THRESHOLD = 0.15f;
+static const float ARBITRARY_VEHICLE_BIG_CRASH_THRESHOLD = 0.25f;
+
+static const char* s_hydrantSprayName = "hydrant_spray";
+
+//
+// Arbitrary value. If a collision occurs between the avatar vehicle
+// and an object, where the difference between their distances is greater
+// than this, then the avatar hit a wall or something, so don't average
+// the positions.
+//
+static const float POSITIONAL_COLLISION_MAX_DISTANCE_SQR = 100.0f;
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// SoundFXGameplayLogic::SoundFXGameplayLogic
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+SoundFXGameplayLogic::SoundFXGameplayLogic() :
+ m_collisionMinMax( NULL ),
+ m_coinCounter( 0 ),
+ m_lastRonkTime( 0 ),
+ m_globalSettings( NULL )
+{
+}
+
+//==============================================================================
+// SoundFXGameplayLogic::~SoundFXGameplayLogic
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+SoundFXGameplayLogic::~SoundFXGameplayLogic()
+{
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::RegisterEventListeners
+//=============================================================================
+// Description: Register as listener of sound effect events with Event Manager
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXGameplayLogic::RegisterEventListeners()
+{
+ EventManager* eventMgr = GetEventManager();
+
+ eventMgr->AddListener( this, EVENT_COLLISION );
+ eventMgr->AddListener( this, EVENT_FOOTSTEP );
+ eventMgr->AddListener( this, EVENT_BIG_RED_SWITCH_PRESSED );
+ eventMgr->AddListener( this, EVENT_JUMP_TAKEOFF );
+ eventMgr->AddListener( this, EVENT_JUMP_LANDING );
+ eventMgr->AddListener( this, EVENT_POSITIONAL_SOUND_TRIGGER_HIT );
+ eventMgr->AddListener( this, EVENT_GETINTOVEHICLE_START );
+ eventMgr->AddListener( this, EVENT_GETOUTOFVEHICLE_END );
+ eventMgr->AddListener( this, EVENT_FE_MENU_SELECT );
+ eventMgr->AddListener( this, EVENT_FE_MENU_UPORDOWN );
+ eventMgr->AddListener( this, EVENT_FE_MENU_BACK );
+ eventMgr->AddListener( this, EVENT_COLLECTED_COINS );
+ eventMgr->AddListener( this, EVENT_LOST_COINS );
+ eventMgr->AddListener( this, EVENT_SPAWNED_COINS );
+ eventMgr->AddListener( this, EVENT_PHONE_BOOTH_BUSY );
+ eventMgr->AddListener( this, EVENT_PLAYER_CAR_HIT_NPC );
+ eventMgr->AddListener( this, EVENT_BIG_BOOM_SOUND );
+ eventMgr->AddListener( this, EVENT_CARD_COLLECTED );
+ eventMgr->AddListener( this, EVENT_COLLECTED_WRENCH );
+ eventMgr->AddListener( this, EVENT_VEHICLE_SUSPENSION_BOTTOMED_OUT );
+ eventMgr->AddListener( this, EVENT_MISSION_COLLECTIBLE_PICKED_UP );
+ eventMgr->AddListener( this, EVENT_KICK_NPC );
+ eventMgr->AddListener( this, EVENT_OBJECT_KICKED );
+ eventMgr->AddListener( this, EVENT_WASP_BULLET_FIRED );
+ eventMgr->AddListener( this, EVENT_WASP_BULLET_MISSED );
+ eventMgr->AddListener( this, EVENT_WASP_BULLET_HIT_CHARACTER_STYLIZED_VIOLENCE_FOLLOWS );
+ eventMgr->AddListener( this, EVENT_START_ANIMATION_SOUND );
+ eventMgr->AddListener( this, EVENT_MISSION_SUCCESS );
+ eventMgr->AddListener( this, EVENT_STAGE_COMPLETE );
+ eventMgr->AddListener( this, EVENT_HIT_AND_RUN_CAUGHT );
+ eventMgr->AddListener( this, EVENT_HIT_AND_RUN_METER_THROB );
+ eventMgr->AddListener( this, EVENT_SHOW_MISSION_OBJECTIVE );
+ eventMgr->AddListener( this, EVENT_PLAY_BIRD_SOUND );
+ eventMgr->AddListener( this, static_cast<EventEnum>(EVENT_LOCATOR + LocatorEvent::BOUNCEPAD) );
+ eventMgr->AddListener( this, EVENT_FE_PAUSE_MENU_END );
+ eventMgr->AddListener( this, EVENT_FE_PAUSE_MENU_START );
+ eventMgr->AddListener( this, EVENT_FE_CANCEL );
+ eventMgr->AddListener( this, EVENT_FE_CONTINUE );
+ eventMgr->AddListener( this, EVENT_FE_LOCKED_OUT );
+ eventMgr->AddListener( this, EVENT_BARREL_BLOWED_UP );
+ eventMgr->AddListener( this, EVENT_FE_CREDITS_NEW_LINE );
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::HandleEvent
+//=============================================================================
+// Description: Play sound effects in response to events
+//
+// Parameters: id - Sound effect event identifier
+// pEventData - Currently unused
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXGameplayLogic::HandleEvent( EventEnum id, void* pEventData )
+{
+ Vehicle* vehiclePtr;
+ unsigned int ronkTime;
+ const char* soundName;
+ RenderEnums::LevelEnum level;
+ AnimSoundData* animData;
+
+ switch( id )
+ {
+ case EVENT_COLLISION:
+ handleCollisionEvent( static_cast<SoundCollisionData*>(pEventData) );
+ break;
+
+ case EVENT_FOOTSTEP:
+ handleFootstepEvent( static_cast<Character*>(pEventData) );
+ break;
+
+ case EVENT_JUMP_TAKEOFF:
+ playSFXSound( "jump", false );
+ break;
+
+ case EVENT_JUMP_LANDING:
+ //
+ // TEMPORARY: we need a surface-sensitive solution
+ //
+ playSFXSound( "feet_concrete_jump", false );
+ break;
+
+ case EVENT_BIG_RED_SWITCH_PRESSED:
+ handleSwitchEvent();
+ break;
+
+ case EVENT_POSITIONAL_SOUND_TRIGGER_HIT:
+ playPositionalSound( static_cast<ScriptLocator*>(pEventData) );
+ break;
+
+ case EVENT_GETINTOVEHICLE_START:
+ case EVENT_GETOUTOFVEHICLE_END:
+ playCarDoorSound( id, static_cast<Character*>(pEventData) );
+ break;
+
+ case EVENT_FE_MENU_SELECT:
+ playSFXSound( "accept", false, false, NULL, GetSoundManager()->GetSfxVolume() );
+ break;
+ case EVENT_FE_MENU_UPORDOWN:
+ playSFXSound( "scroll", false, false, NULL, GetSoundManager()->GetSfxVolume() );
+ break;
+ case EVENT_FE_MENU_BACK:
+ playSFXSound( "back", false, false, NULL, GetSoundManager()->GetSfxVolume() );
+ break;
+ case EVENT_FE_LOCKED_OUT:
+ playSFXSound( "locked_out", false );
+ break;
+
+ case EVENT_COLLECTED_COINS:
+ playCoinCollectSound();
+ break;
+
+ case EVENT_SPAWNED_COINS:
+ //
+ // Should this do anything?
+ //
+ break;
+
+ case EVENT_LOST_COINS:
+ playSFXSound( "coin_lose", true );
+ break;
+
+ case EVENT_PHONE_BOOTH_BUSY:
+ playSFXSound( "phonebusy", false );
+ break;
+
+ case EVENT_PLAYER_CAR_HIT_NPC:
+ {
+ //
+ // Set up special collision data for the collision code, because
+ // it won't be getting a collision event. I like saying "collision".
+ //
+ SoundCollisionData collData( 0.0f, static_cast<CollisionEntityDSG*>(pEventData), NULL );
+
+ handleCollisionEvent( &collData );
+ }
+ break;
+
+ case EVENT_KICK_NPC:
+ playSFXSound( "car_hit_pedestrian", true );
+ break;
+
+ case EVENT_OBJECT_KICKED:
+ handleObjectKick( static_cast<CollisionEntityDSG*>(pEventData) );
+ break;
+
+ case EVENT_BIG_BOOM_SOUND:
+ vehiclePtr = static_cast<Vehicle*>(pEventData);
+ rAssert( vehiclePtr != NULL );
+ if( vehiclePtr->mVehicleType == VT_USER )
+ {
+ playSFXSound( "generic_car_explode", false );
+ }
+ break;
+
+ case EVENT_BARREL_BLOWED_UP:
+ playSFXSound( "generic_car_explode", false );
+ break;
+
+ case EVENT_CARD_COLLECTED:
+ //
+ // Only play card sound effect in car, the music system
+ // handles it when on foot
+ //
+ if( GetAvatarManager()->GetAvatarForPlayer( 0 )->IsInCar() )
+ {
+ playSFXSound( "card_collect", false );
+ }
+ break;
+
+ case EVENT_COLLECTED_WRENCH:
+ playSFXSound( "wrench_collect", false );
+ break;
+
+ case EVENT_VEHICLE_SUSPENSION_BOTTOMED_OUT:
+ //
+ // Play only if we haven't played the last one within a half-second.
+ // Use a simple timestamp to determine this.
+ //
+ ronkTime = ::radTimeGetMilliseconds();
+ if( ( ronkTime < m_lastRonkTime )
+ || ( ( ronkTime - m_lastRonkTime ) > 500 ) )
+ {
+ m_lastRonkTime = ronkTime;
+ playSFXSound( "suspension_ronks", true );
+ }
+ break;
+
+ case EVENT_MISSION_COLLECTIBLE_PICKED_UP:
+ handleCollection();
+ break;
+
+ case EVENT_WASP_BULLET_FIRED:
+ playSFXSound( "wasp_lasers", true );
+ break;
+
+ case EVENT_WASP_BULLET_MISSED:
+ playSFXSound( "laser_miss", true );
+ break;
+
+ case EVENT_WASP_BULLET_HIT_CHARACTER_STYLIZED_VIOLENCE_FOLLOWS:
+ playSFXSound( "character_zapped", true );
+ break;
+
+ case EVENT_START_ANIMATION_SOUND:
+ animData = static_cast<AnimSoundData*>( pEventData );
+ soundName = animData->soundName;
+ if( ( soundName != NULL ) && ( animData->animJoint == NULL ) )
+ {
+ playSFXSound( soundName, false );
+ }
+ break;
+
+ case EVENT_MISSION_SUCCESS:
+ playSFXSound( "mission_complete", false );
+ break;
+
+ case EVENT_STAGE_COMPLETE:
+ playSFXSound( "stage_complete", false );
+ break;
+
+ case EVENT_HIT_AND_RUN_CAUGHT:
+ playSFXSound( "busted", false );
+ break;
+
+ case EVENT_HIT_AND_RUN_METER_THROB:
+ playSFXSound( "rage_warning", false );
+ break;
+
+ case EVENT_SHOW_MISSION_OBJECTIVE:
+ playSFXSound( "pop_up", true );
+ break;
+
+ case EVENT_PLAY_BIRD_SOUND:
+ //
+ // Pick the correct bird effect for the level
+ //
+ level = GetGameplayManager()->GetCurrentLevelIndex();
+ if( ( level == RenderEnums::L2 )
+ || ( level == RenderEnums::L5 ) )
+ {
+ playSFXSound( "pigeon_takeoff", false );
+ }
+ else if( ( level == RenderEnums::L3 )
+ || ( level == RenderEnums::L6 ) )
+ {
+ playSFXSound( "gull_takeoff", false );
+ }
+ break;
+
+ case EVENT_LOCATOR + LocatorEvent::BOUNCEPAD :
+ playSFXSound( "trampoline", true );
+ break;
+
+ case EVENT_FE_PAUSE_MENU_START:
+ playSFXSound( "pause_on", true, false, NULL, GetSoundManager()->GetSfxVolume() );
+ break;
+
+ case EVENT_FE_PAUSE_MENU_END:
+ playSFXSound( "pause_off", true, false, NULL, GetSoundManager()->GetSfxVolume() );
+ break;
+
+ case EVENT_FE_CONTINUE:
+ playSFXSound( "continue", true, false, NULL, GetSoundManager()->GetSfxVolume() );
+ break;
+
+ case EVENT_FE_CANCEL:
+ playSFXSound( "cancel", true, false, NULL, GetSoundManager()->GetSfxVolume() );
+ break;
+
+ case EVENT_FE_CREDITS_NEW_LINE:
+ playCreditLine( reinterpret_cast<int>(pEventData) );
+ break;
+
+ default:
+ rAssertMsg( false, "Unexpected event received in SoundFXGameplayLogic\n" );
+ break;
+ }
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::OnPlaybackComplete
+//=============================================================================
+// Description: No longer used, now that tutorial lines are played through
+// the dialog system
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXGameplayLogic::OnPlaybackComplete()
+{
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::Cleanup
+//=============================================================================
+// Description: Called on gameplay exit. Use this to shut down any
+// positional sounds that might be playing.
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXGameplayLogic::Cleanup()
+{
+ int i;
+
+ for( i = 0; i < s_numPositionalSounds; i++ )
+ {
+ if( m_positionalSounds[i].IsInUse() )
+ {
+ m_positionalSounds[i].Stop();
+ }
+ }
+}
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
+
+//=============================================================================
+// SoundFXGameplayLogic::getGlobalSettings
+//=============================================================================
+// Description: Initialize the member pointer to the global settings object
+// if not done yet, and return it
+//
+// Parameters: None
+//
+// Return: pointer to globalSettings object
+//
+//=============================================================================
+globalSettings* SoundFXGameplayLogic::getGlobalSettings()
+{
+ IRadNameSpace* nameSpace;
+
+ if( m_globalSettings == NULL )
+ {
+ nameSpace = Sound::daSoundRenderingManagerGet()->GetTuningNamespace();
+ rAssert( nameSpace != NULL );
+ m_globalSettings = static_cast<globalSettings*>(nameSpace->GetInstance( "tuner" ));
+ rAssert( m_globalSettings != NULL );
+ }
+
+ return( m_globalSettings );
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::handleCollisionEvent
+//=============================================================================
+// Description: Play a collision sound appropriate for this event, unless we've
+// already received an event for this collision. A typical collision
+// throws a lot of duplicate events, apparently, so we gotta screen
+// 'em out.
+//
+// Parameters: collisionData - data we need pertaining to the collision, passed
+// through the event mechanism
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXGameplayLogic::handleCollisionEvent( SoundCollisionData* collisionData )
+{
+ int i;
+
+ //
+ // FOR NOW: filter out collisions that don't involve the user's car. Later,
+ // we might want to do AI-car collisions within a certain radius or
+ // something
+ //
+
+ //TODO (Cary): I think that this should search the avatar manager for each vehicle in the
+ //collision pair (or always take A so that vehicles don't get doubled events) and test to
+ //see if the vehicle is user controlled. The code as it is only sends events for player 0
+ //and won't work for multiplayer.
+ Vehicle* pVehicle = GetAvatarManager()->GetAvatarForPlayer( 0 )->GetVehicle();
+
+ if( !pVehicle )
+ {
+ return;
+ }
+
+ //
+ // See if we're already playing a sound for this collision, or if all collision
+ // players are in use. If so, exit
+ //
+ for( i = 0; i < s_numCollisionSounds; i++ )
+ {
+ if( m_collisionSounds[i].soundPlayer.IsInUse() )
+ {
+ if( collisionPairMatches( i, collisionData->collObjA, collisionData->collObjB ) )
+ {
+ // Collision sound already being played, do nothing
+ return;
+ }
+ }
+ else
+ {
+ break;
+ }
+ }
+
+ if( i == s_numCollisionSounds )
+ {
+ //
+ // All players are being used
+ //
+ return;
+ }
+
+ CollisionAttributes* attributes;
+ CollisionEntityDSG* collEntities[2];
+ const char* vehicleCrashName = NULL;
+ const char* nonVehicleCrashName = NULL;
+ CollisionEntityDSG* hydrantObject = NULL;
+ bool hydrantHit = false;
+ EventEnum minorCrash = EVENT_MINOR_VEHICLE_CRASH;
+ EventEnum bigCrash = EVENT_BIG_VEHICLE_CRASH;
+ Vehicle* collisionVehicle = NULL;
+ CollisionEntityDSG* otherEntity = NULL;
+ rmt::Vector diffVector;
+ rmt::Vector avatarPosition;
+ rmt::Vector* vectorPtr = NULL;
+ bool avatarVehicleInvolved = false;
+
+ collEntities[0] = collisionData->collObjA;
+ collEntities[1] = collisionData->collObjB;
+
+ //
+ // NOTE: this code assumes that we have at most one vehicle and one non-vehicle
+ // in the collision pair. If we have two non-vehicles, one is lost. Eh.
+ //
+ for( i = 0; i < 2; i++ )
+ {
+ //
+ // If the DSG object is NULL, one of the objects is a fence or something.
+ // Ignore and move on.
+ //
+ if( collEntities[i] != NULL )
+ {
+ if( collEntities[i]->GetAIRef() == PhysicsAIRef::redBrickVehicle )
+ {
+ //
+ // Vehicle, play smashy sound
+ //
+ if( collisionData->mIntensity > ARBITRARY_VEHICLE_BIG_CRASH_THRESHOLD )
+ {
+ vehicleCrashName = "large_car_crash";
+ }
+ else if( collisionData->mIntensity > ARBITRARY_VEHICLE_MEDIUM_CRASH_THRESHOLD )
+ {
+ vehicleCrashName = "medium_car_crash";
+ }
+ else
+ {
+ vehicleCrashName = "small_car_crash";
+ }
+
+ collisionVehicle = static_cast<Vehicle*>( collEntities[i] );
+
+ if( collEntities[i] == pVehicle )
+ {
+ //
+ // Collision involves the user vehicle, store the other
+ // entity
+ //
+ if( i == 0 )
+ {
+ otherEntity = collEntities[1];
+ }
+ else
+ {
+ otherEntity = collEntities[0];
+ }
+
+ avatarVehicleInvolved = true;
+ }
+ }
+ else
+ {
+ //
+ // Non-vehicle, get attributes
+ //
+ attributes = collEntities[i]->GetCollisionAttributes();
+ if( attributes == NULL )
+ {
+ //
+ // No attributes. Character, I assume? It'd be nice if the
+ // Character class filled this in. Something to try.
+ //
+ nonVehicleCrashName = "car_hit_pedestrian";
+ }
+ else
+ {
+ nonVehicleCrashName = attributes->GetSound();
+
+ //
+ // Stinky special case
+ //
+ if( attributes->GetBreakable() == BreakablesEnum::eHydrantBreaking )
+ {
+ hydrantHit = true;
+ hydrantObject = collEntities[i];
+ }
+ }
+
+ //
+ // This eliminates vehicle-on-vehicle collision, so don't use that
+ // type of event for the dialog system
+ //
+ minorCrash = EVENT_MINOR_CRASH;
+ bigCrash = EVENT_BIG_CRASH;
+ }
+ }
+ else
+ {
+ //
+ // This eliminates vehicle-on-vehicle collision, so don't use that
+ // type of event for the dialog system
+ //
+ minorCrash = EVENT_MINOR_CRASH;
+ bigCrash = EVENT_BIG_CRASH;
+ }
+ }
+
+
+ //
+ // Based on how hard the crash is, pass on an event that the dialog
+ // system can use (Q: is this the best place for this? If other
+ // game components start using it, this should be moved).
+ //
+ if( avatarVehicleInvolved )
+ {
+ if( collisionData->mIntensity < ARBITRARY_BIG_CRASH_THRESHOLD )
+ {
+ if( collisionData->mIntensity >= ARBITRARY_IMPULSE_THRESHOLD )
+ {
+ if( minorCrash == EVENT_MINOR_CRASH )
+ {
+ //
+ // Can't be vehicle-on-vehicle
+ //
+ collisionVehicle = NULL;
+ }
+ GetEventManager()->TriggerEvent( minorCrash, collisionVehicle );
+ }
+ }
+ else
+ {
+ if( bigCrash == EVENT_BIG_CRASH )
+ {
+ //
+ // Isn't vehicle-on-vehicle
+ //
+ collisionVehicle = NULL;
+ }
+ GetEventManager()->TriggerEvent( bigCrash, collisionVehicle );
+ }
+ }
+
+ //
+ // Play the collision sound if we've got a player free
+ //
+ rAssert( collisionData->mIntensity >= 0.0f );
+ rAssert( collisionData->mIntensity <= 1.0f );
+
+ //
+ // Check whether the colliding entities are really far apart. If so,
+ // then the player has hit a wall or something, so don't bother averaging
+ // the distances between them, just play at the avatar position
+ //
+ if( otherEntity != NULL )
+ {
+ pVehicle->GetPosition( &avatarPosition );
+ otherEntity->GetPosition( &diffVector );
+ diffVector -= avatarPosition;
+
+ if( diffVector.MagnitudeSqr() > POSITIONAL_COLLISION_MAX_DISTANCE_SQR )
+ {
+ vectorPtr = &avatarPosition;
+ }
+ }
+
+ //
+ // Play the sounds in free players (or kill something
+ // if they're all in use)
+ //
+ if( vehicleCrashName != NULL )
+ {
+ startCollisionPlayer( vehicleCrashName, collisionData->collObjA, collisionData->collObjB, vectorPtr );
+ }
+ if( nonVehicleCrashName != NULL )
+ {
+ startCollisionPlayer( nonVehicleCrashName, collisionData->collObjA, collisionData->collObjB, vectorPtr );
+
+ //
+ // Stinky fire hydrant hack.
+ //
+ if( hydrantHit )
+ {
+ rAssert( hydrantObject != NULL );
+ startCollisionPlayer( s_hydrantSprayName, hydrantObject, NULL, NULL );
+ }
+ }
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::handleObjectKick
+//=============================================================================
+// Description: Play a sound for an object that gets kicked
+//
+// Parameters: collObject - kicked object
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXGameplayLogic::handleObjectKick( CollisionEntityDSG* collObject )
+{
+ CollisionAttributes* attributes;
+ const char* soundName;
+
+ attributes = collObject->GetCollisionAttributes();
+ if( attributes != NULL )
+ {
+ soundName = attributes->GetSound();
+
+ //
+ // Cheat: don't play this positionally because I'd have to work around
+ // the double-play filter because of the stinky fire hydrant. Hope
+ // that's okay
+ //
+ playSFXSound( soundName, true );
+
+ //
+ // More hydrant hack
+ //
+ if( attributes->GetBreakable() == BreakablesEnum::eHydrantBreaking )
+ {
+ startCollisionPlayer( s_hydrantSprayName, collObject, NULL, NULL );
+ }
+ }
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::collisionPairMatches
+//=============================================================================
+// Description: Check for match between parameters and collision pair at
+// given index
+//
+// Parameters: index - index into m_collisionSource that we're matching against
+// firstObj, secondObj - collision objects to match with
+//
+// Return: true if matching, false otherwise
+//
+//=============================================================================
+bool SoundFXGameplayLogic::collisionPairMatches( int index, void* firstObj, void* secondObj )
+{
+ PositionalSFXPlayer* storedPair;
+
+ rAssert( index < s_numCollisionSounds );
+
+ storedPair = &(m_collisionSounds[index]);
+
+ return( ( ( storedPair->collObjA == firstObj ) &&
+ ( storedPair->collObjB == secondObj ) )
+
+ ||
+
+ ( ( storedPair->collObjA == secondObj ) &&
+ ( storedPair->collObjB == firstObj ) ) );
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::startCollisionPlayer
+//=============================================================================
+// Description: Find a free positional sound player (or stop one if necessary)
+// and play the sound and store the collision pair
+//
+// Parameters: soundName - name of sound resource to play
+// objA - first colliding object
+// objB - second colliding object
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXGameplayLogic::startCollisionPlayer( const char* soundName,
+ CollisionEntityDSG* objA,
+ CollisionEntityDSG* objB,
+ rmt::Vector* positionPtr )
+{
+ int index;
+ rmt::Vector posnA;
+ rmt::Vector posnB;
+ rmt::Vector average;
+ rmt::Vector vectorToListener;
+ radSoundVector rsListenerPosition;
+ rmt::Vector listenerPosition;
+ IRadNameSpace* nameSpace;
+ IRefCount* nameSpaceObj;
+ IRadSoundHalListener* theListener;
+
+
+ //
+ // Look for a free player first
+ //
+ for( index = 0; index < s_numCollisionSounds; index++ )
+ {
+ if( !(m_collisionSounds[index].soundPlayer.IsInUse()) )
+ {
+ break;
+ }
+ }
+
+ //
+ // If all are in use, stop one. Arbitrarily, use the one
+ // at the start of the list, since it's most likely to have
+ // been playing the longest. No need to get cute.
+ //
+ if( index >= s_numCollisionSounds )
+ {
+ index = 0;
+ m_collisionSounds[0].soundPlayer.Stop();
+
+ rWarningMsg( false, "Collision sound dropped for lack of players\n" );
+ }
+
+ //
+ // Store the collision pair
+ //
+ m_collisionSounds[index].collObjA = objA;
+ m_collisionSounds[index].collObjB = objB;
+
+ //
+ // Play the sound halfway between the positions of the
+ // colliding objects (if two objects are used)
+ //
+ if( positionPtr != NULL )
+ {
+ average = *positionPtr;
+ }
+ else if( objA == NULL )
+ {
+ objB->GetPosition( &average );
+ }
+ else if( objB == NULL )
+ {
+ objA->GetPosition( &average );
+ }
+ else
+ {
+ objA->GetPosition( &posnA );
+ objB->GetPosition( &posnB );
+ average.Add( posnA, posnB );
+ average *= 0.5f;
+ }
+
+ if( GetGameplayManager()->IsSuperSprint() )
+ {
+ //
+ // Hoo boy. Big stinky hack coming up. The problem is that sounds are
+ // positional, and the camera is a very long ways away in the bonus game.
+ // Fudge the position to make the collisions suitably close.
+ //
+ theListener = ::radSoundHalListenerGet( );
+ rAssert( theListener != NULL );
+
+ theListener->GetPosition( &rsListenerPosition );
+ listenerPosition.Set( rsListenerPosition.m_x, rsListenerPosition.m_y, rsListenerPosition.m_z );
+ vectorToListener = average - listenerPosition;
+ vectorToListener.Scale( 0.01f, 0.01f, 0.01f );
+ average = listenerPosition + vectorToListener;
+ }
+
+ if( m_collisionMinMax == NULL )
+ {
+ //
+ // Lazy initialization. Grab the positional characteristics for collision sounds
+ //
+ nameSpace = Sound::daSoundRenderingManagerGet()->GetTuningNamespace();
+ rAssert( nameSpace != NULL );
+ nameSpaceObj = nameSpace->GetInstance( "collision_sounds" );
+ rAssert( nameSpaceObj != NULL );
+ m_collisionMinMax = reinterpret_cast<positionalSoundSettings*>(nameSpaceObj);
+ }
+
+ m_collisionSounds[index].soundPlayer.SetPosition( average.x, average.y, average.z );
+ m_collisionSounds[index].soundPlayer.SetParameters( m_collisionMinMax );
+ m_collisionSounds[index].soundPlayer.PlaySound( soundName );
+ m_collisionSounds[index].soundPlayer.SetTrim( 1.0f );
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::handleFootstepEvent
+//=============================================================================
+// Description: Plays appropriate footstep sound
+//
+// Parameters: walkingCharacter - character doing the walking
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXGameplayLogic::handleFootstepEvent( Character* walkingCharacter )
+{
+ eTerrainType terrain;
+ bool isInterior;
+ globalSettings* clipNameObj;
+ const char* name = NULL;
+
+ rAssert( walkingCharacter != NULL );
+ walkingCharacter->GetTerrainType( terrain, isInterior );
+
+ //
+ // Get the parameter object for this positional sound.
+ //
+ clipNameObj = getGlobalSettings();
+
+ if( isInterior )
+ {
+ //
+ // Use the road clip indoors
+ //
+ name = clipNameObj->GetFootstepRoadClipName();
+ }
+ else if( terrain == TT_Metal )
+ {
+ name = clipNameObj->GetFootstepMetalClipName();
+ }
+ else if( terrain == TT_Wood )
+ {
+ name = clipNameObj->GetFootstepWoodClipName();
+ }
+ else
+ {
+ name = clipNameObj->GetFootstepRoadClipName();
+ }
+
+ rAssert( name != NULL );
+
+ playSFXSound( name, true );
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::handleSwitchEvent
+//=============================================================================
+// Description: Play clicking sound for big red switches
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXGameplayLogic::handleSwitchEvent()
+{
+ playSFXSound( "switch", false );
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::handleCollection
+//=============================================================================
+// Description: Play the appropriate sound for picking up a collectible
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXGameplayLogic::handleCollection()
+{
+ RenderEnums::LevelEnum level;
+ int mission;
+ const char* soundName = NULL;
+
+ //
+ // We don't have a way to identify collectible types, so select a
+ // sound resource based on our level/mission
+ //
+ level = GetGameplayManager()->GetCurrentLevelIndex();
+ mission = GetGameplayManager()->GetCurrentMissionIndex();
+ switch( level )
+ {
+ case RenderEnums::L1 :
+ soundName = "level_1_pickup_sfx";
+ break;
+ case RenderEnums::L2 :
+ if( mission == 6 )
+ {
+ soundName = "monkey_collect";
+ }
+ else
+ {
+ soundName = "level_2_pickup_sfx";
+ }
+ break;
+ case RenderEnums::L3 :
+ soundName = "level_3_pickup_sfx";
+ break;
+ case RenderEnums::L4 :
+ soundName = "level_4_pickup_sfx";
+ break;
+ case RenderEnums::L5 :
+ soundName = "level_5_pickup_sfx";
+ break;
+ case RenderEnums::L6 :
+ soundName = "level_6_pickup_sfx";
+ break;
+ case RenderEnums::L7 :
+ soundName = "nuclear_waste_collect";
+ break;
+ default:
+ break;
+ }
+
+ rAssertMsg( ( soundName != NULL ), "Collection without sound effect, tell Esan\n" );
+
+ playSFXSound( soundName, true );
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::playPositionalSound
+//=============================================================================
+// Description: Plays a positional sound in the world when a positional
+// (a.k.a. script) trigger is hit
+//
+// Parameters: locator - locator for the sound
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXGameplayLogic::playPositionalSound( ScriptLocator* locator )
+{
+ IRadNameSpace* nameSpace;
+ IRefCount* nameSpaceObj;
+ positionalSoundSettings* parameters;
+ float diceRoll;
+ float probability;
+ int i;
+ rmt::Vector locatorPosition;
+
+ rAssert( locator != NULL );
+
+ //
+ // Get the parameter object for this positional sound.
+ //
+ nameSpace = Sound::daSoundRenderingManagerGet()->GetTuningNamespace();
+ rAssert( nameSpace != NULL );
+ nameSpaceObj = nameSpace->GetInstance( locator->GetKey() );
+ if( nameSpaceObj != NULL )
+ {
+ parameters = reinterpret_cast<positionalSoundSettings*>( nameSpaceObj );
+
+ if( !(locator->GetPlayerEntered()) )
+ {
+ //
+ // Player is exiting volume, not entering. If we're playing a sound
+ // already, stop it
+ //
+ for( i = 0; i < s_numPositionalSounds; i++ )
+ {
+ if( m_positionalSounds[i].IsInUse()
+ && ( m_positionalSounds[i].GetParameters() == parameters ) )
+ {
+ m_positionalSounds[i].Stop();
+ break;
+ }
+ }
+ }
+ else
+ {
+ probability = parameters->GetPlaybackProbability();
+ if( probability < 1.0f )
+ {
+ //
+ // Random play
+ //
+ diceRoll = (static_cast<float>( rand() % 100 )) / 100.0f;
+ if( diceRoll >= probability )
+ {
+ return;
+ }
+ }
+
+ //
+ // Find a player and play
+ //
+ for( i = 0; i < s_numPositionalSounds; i++ )
+ {
+ if( !(m_positionalSounds[i].IsInUse()) )
+ {
+ locator->GetLocation( &locatorPosition );
+ m_positionalSounds[i].SetPosition( locatorPosition.x,
+ locatorPosition.y,
+ locatorPosition.z );
+ m_positionalSounds[i].SetParameters( parameters );
+
+ //
+ // Don't buffer, to save IOP
+ //
+
+ m_positionalSounds[i].PlaySound( parameters->GetClipName(), NULL );
+ break;
+ }
+ }
+ }
+ }
+ else
+ {
+ rDebugString( "Couldn't play missing positional sound" );
+ }
+}
+
+void SoundFXGameplayLogic::playCarDoorSound( EventEnum eventType, Character* playerCharacter )
+{
+ Vehicle* car;
+ carSoundParameters* parameters;
+ IRadNameSpace* nameSpace;
+ IRefCount* nameSpaceObj;
+ const char* clipName;
+
+ //
+ // Get name of clip
+ //
+ car = playerCharacter->GetTargetVehicle();
+ if( car != NULL )
+ {
+ //
+ // Get the car sound parameter object for this vehicle.
+ //
+ // IMPORTANT: We assume that the object in the namespace has the same
+ // name as the one in the vehicle object, which comes from the loading
+ // script for that car, I think.
+ //
+ nameSpace = Sound::daSoundRenderingManagerGet()->GetTuningNamespace();
+ rAssert( nameSpace != NULL );
+
+ nameSpaceObj = nameSpace->GetInstance( car->GetName() );
+ if( nameSpaceObj != NULL )
+ {
+ parameters = reinterpret_cast<carSoundParameters*>( nameSpaceObj );
+
+ if( eventType == EVENT_GETINTOVEHICLE_START )
+ {
+ clipName = parameters->GetCarDoorOpenClipName();
+ }
+ else
+ {
+ clipName = parameters->GetCarDoorCloseClipName();
+ }
+
+ if( clipName != NULL )
+ {
+ playSFXSound( clipName, false );
+ }
+ }
+ else
+ {
+ rDebugString( "Couldn't find car door sound\n" );
+ }
+ }
+}
+
+//=============================================================================
+// SoundFXGameplayLogic::playCoinCollectSound
+//=============================================================================
+// Description: Play next coin collect sound in sequence
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXGameplayLogic::playCoinCollectSound()
+{
+ float pitch;
+ unsigned int numPitches;
+ globalSettings* pitchSequence = getGlobalSettings();
+
+ pitch = pitchSequence->GetCoinPitch( m_coinCounter );
+ playSFXSound( "coin_collect_01", true, false, NULL, 1.0f, pitch );
+
+ numPitches = pitchSequence->GetNumCoinPitches();
+ if( numPitches > 0 )
+ {
+ m_coinCounter = ( m_coinCounter + 1 ) % numPitches;
+ }
+}
diff --git a/game/code/sound/soundfx/soundfxgameplaylogic.h b/game/code/sound/soundfx/soundfxgameplaylogic.h
new file mode 100644
index 0000000..cb1e5f9
--- /dev/null
+++ b/game/code/sound/soundfx/soundfxgameplaylogic.h
@@ -0,0 +1,130 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: soundfxgameplaylogic.h
+//
+// Description: Declaration for the SoundFXGameplayLogic class, which handles
+// the translation of events into sound effects for the game
+//
+// History: 31/07/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef SOUNDFXGAMEPLAYLOGIC_H
+#define SOUNDFXGAMEPLAYLOGIC_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <radmath/radmath.hpp>
+
+#include <sound/soundfx/soundfxlogic.h>
+#include <sound/positionalsoundplayer.h>
+#include <events/eventenum.h>
+
+//========================================
+// Forward References
+//========================================
+
+class SoundCollisionData;
+class Character;
+class ScriptLocator;
+class CollisionEntityDSG;
+class globalSettings;
+
+//=============================================================================
+//
+// Synopsis: PositionalSFXPlayer
+//
+// Associated stuff required to play a positional collision sound
+//
+//=============================================================================
+struct PositionalSFXPlayer
+{
+ PositionalSoundPlayer soundPlayer;
+ void* collObjA;
+ void* collObjB;
+};
+
+//=============================================================================
+//
+// Synopsis: SoundFXGameplayLogic
+//
+//=============================================================================
+
+class SoundFXGameplayLogic : public SoundFXLogic
+{
+ public:
+ SoundFXGameplayLogic();
+ virtual ~SoundFXGameplayLogic();
+
+ void RegisterEventListeners();
+
+ virtual void HandleEvent( EventEnum id, void* pEventData );
+
+ //
+ // Override callback to trigger tutorial events
+ //
+ void OnPlaybackComplete();
+
+ //
+ // Virtual function to clean up positional sounds
+ //
+ void Cleanup();
+
+ private:
+ //Prevent wasteful constructor creation.
+ SoundFXGameplayLogic( const SoundFXGameplayLogic& original );
+ SoundFXGameplayLogic& operator=( const SoundFXGameplayLogic& rhs );
+
+ globalSettings* getGlobalSettings();
+
+ void handleCollisionEvent( SoundCollisionData* collisionData );
+ void handleFootstepEvent( Character* walkingCharacter );
+ void handleSwitchEvent();
+ void handleCollection();
+ void handleObjectKick( CollisionEntityDSG* collObject );
+ void playPositionalSound( ScriptLocator* locator );
+ void playCarDoorSound( EventEnum eventType, Character* playerCharacter );
+ void playCoinCollectSound();
+ void startCollisionPlayer( const char* soundName,
+ CollisionEntityDSG* objA,
+ CollisionEntityDSG* objB,
+ rmt::Vector* positionPtr );
+
+ bool collisionPairMatches( int index, void* firstObj, void* secondObj );
+
+ // Number of simultaneous positional sounds
+ static const int s_numPositionalSounds = 3;
+
+ //
+ // Positional sound objects
+ //
+ PositionalSoundPlayer m_positionalSounds[s_numPositionalSounds];
+
+ // Number of simultaneous collision sounds
+ static const int s_numCollisionSounds = 6;
+
+ //
+ // Positional collision sounds
+ //
+ PositionalSFXPlayer m_collisionSounds[s_numCollisionSounds];
+
+ positionalSoundSettings* m_collisionMinMax;
+
+ //
+ // Counter for cycling through ka-ching sounds
+ //
+ unsigned int m_coinCounter;
+
+ //
+ // Timing for suspension ronks
+ //
+ unsigned int m_lastRonkTime;
+
+ globalSettings* m_globalSettings;
+};
+
+
+#endif // SOUNDFXGAMEPLAYLOGIC_H
+
diff --git a/game/code/sound/soundfx/soundfxlogic.cpp b/game/code/sound/soundfx/soundfxlogic.cpp
new file mode 100644
index 0000000..798d061
--- /dev/null
+++ b/game/code/sound/soundfx/soundfxlogic.cpp
@@ -0,0 +1,322 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: soundfxlogic.cpp
+//
+// Description: Implement the SoundFXLogic class, which is an abstract
+// base class for objects that translate events into sound effects
+// in the different game states
+//
+// History: 31/07/2002 + Created -- Darren
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+
+//========================================
+// Project Includes
+//========================================
+#include <sound/soundfx/soundfxlogic.h>
+
+#include <events/eventmanager.h>
+#include <events/eventdata.h>
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+struct CreditInfo
+{
+ int lineNumber;
+ radKey32 dialogName;
+};
+
+#ifdef PAL
+ const int PAL_OFFSET = +16; // due to additional VUG localization team
+#else
+ const int PAL_OFFSET = 0;
+#endif
+
+static CreditInfo s_creditDialogTable[] =
+{
+ { 7, ::radMakeKey32( "pubcredits" ) },
+ { 55, ::radMakeKey32( "foxcredits" ) },
+ { 178 + PAL_OFFSET, ::radMakeKey32( "radproducer" ) },
+ { 190 + PAL_OFFSET, ::radMakeKey32( "radlead" ) },
+ { 204 + PAL_OFFSET, ::radMakeKey32( "raddesign" ) },
+ { 221 + PAL_OFFSET, ::radMakeKey32( "radworld" ) },
+ { 230 + PAL_OFFSET, ::radMakeKey32( "radmodel" ) },
+ { 235 + PAL_OFFSET, ::radMakeKey32( "radfx" ) },
+ { 242 + PAL_OFFSET, ::radMakeKey32( "radfmvart" ) },
+ { 251 + PAL_OFFSET, ::radMakeKey32( "radfeart" ) },
+ { 260 + PAL_OFFSET, ::radMakeKey32( "radprog" ) },
+ { 279 + PAL_OFFSET, ::radMakeKey32( "radtest" ) },
+ { 289 + PAL_OFFSET, ::radMakeKey32( "radsound" ) }
+};
+
+static int s_creditDialogTableSize = sizeof( s_creditDialogTable ) / sizeof( CreditInfo );
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// SoundFXLogic::SoundFXLogic
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+SoundFXLogic::SoundFXLogic()
+{
+ unsigned int i;
+
+ for( i = 0; i < s_numSFXPlayers; i++ )
+ {
+ m_soundPlayers[i].isKillable = true;
+ }
+}
+
+//==============================================================================
+// SoundFXLogic::~SoundFXLogic
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+SoundFXLogic::~SoundFXLogic()
+{
+}
+
+//=============================================================================
+// SoundFXLogic::UnregisterEventListeners
+//=============================================================================
+// Description: Unregister all events with the Event Manager
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXLogic::UnregisterEventListeners()
+{
+ GetEventManager()->RemoveAll( this );
+}
+
+//=============================================================================
+// SoundFXLogic::GetAvailableSFXPlayer
+//=============================================================================
+// Description: Find an unused SFXPlayer. Failing that, find a killable
+// SFXPlayer. Failing that, well, just fail.
+//
+// Parameters: index - Address of unsigned int, filled in with index of
+// SFXPlayer if one is available and address is non-NULL,
+// untouched otherwise
+//
+// Return: SFXPlayer pointer if one available, NULL otherwise
+//
+//=============================================================================
+SFXPlayer* SoundFXLogic::GetAvailableSFXPlayer( unsigned int* index )
+{
+ unsigned int i;
+ int lastKillable = -1;
+
+ //
+ // First, look for free players
+ //
+ for( i = 0; i < s_numSFXPlayers; i++ )
+ {
+ if( !m_soundPlayers[i].soundPlayer.IsInUse() )
+ {
+ if( index != NULL )
+ {
+ *index = i;
+ }
+ return( &(m_soundPlayers[i]) );
+ }
+ else if( m_soundPlayers[i].isKillable )
+ {
+ lastKillable = i;
+ }
+ }
+
+ //
+ // If we get this far, all players are in use. Kill a player if we can
+ //
+ if( lastKillable != -1 )
+ {
+ if( index != NULL )
+ {
+ *index = lastKillable;
+ }
+ return( &(m_soundPlayers[lastKillable]) );
+ }
+ else
+ {
+ return( NULL );
+ }
+}
+
+//=============================================================================
+// SoundFXLogic::playSFXSound
+//=============================================================================
+// Description: Searches through the list of SFXPlayers for one that's free.
+// If one isn't found, find one that's killable. If none of them
+// are killable, eh, no sound.
+//
+// Parameters: resource - name of sound resource to play
+// killable - true if sound can be killed prematurely, false otherwise
+// useCallback - true if we set callback on playback completion,
+// false otherwise
+// index - to be filled in with index of SFXPlayer used if sound
+// played and index is non-NULL
+// trim - volume to play sound at
+// pitch - pitch to play sound at
+//
+// Return: true if sound played, false otherwise
+//
+//=============================================================================
+bool SoundFXLogic::playSFXSound( const char* resource, bool killable,
+ bool useCallback, unsigned int* index,
+ float trim, float pitch )
+{
+ SFXPlayer* player;
+ bool success = false;
+ SimpsonsSoundPlayerCallback* callbackObj = NULL;
+
+ //
+ // Get a player if possible
+ //
+ player = GetAvailableSFXPlayer( index );
+
+ if( player != NULL )
+ {
+ if( player->soundPlayer.IsInUse() )
+ {
+ player->soundPlayer.Stop();
+ }
+
+ if( useCallback )
+ {
+ callbackObj = this;
+ }
+ player->soundPlayer.PlaySound( resource, callbackObj );
+ player->soundPlayer.SetTrim( trim );
+ player->soundPlayer.SetPitch( pitch );
+ player->isKillable = killable;
+
+ success = true;
+ }
+ else
+ {
+ rDebugString( "Dropped sound effect, no player available\n" );
+ }
+
+ return( success );
+}
+
+//=============================================================================
+// SoundFXLogic::ServiceOncePerFrame
+//=============================================================================
+// Description: Does nothing. Subclasses with servicing requirements need
+// to override this function
+//
+// Parameters: elapsedTime - time elapsed since last frame
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXLogic::ServiceOncePerFrame( unsigned int elapsedTime )
+{
+}
+
+//=============================================================================
+// SoundFXLogic::OnSoundReady
+//=============================================================================
+// Description: Does nothing. Needed to pull this in to get OnPlaybackComplete
+// from SimpsonsSoundPlayer.
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXLogic::OnSoundReady()
+{
+}
+
+//=============================================================================
+// SoundFXLogic::OnPlaybackComplete
+//=============================================================================
+// Description: Does nothing. Subclasses with callback requirements need
+// to override this virtual function.
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXLogic::OnPlaybackComplete()
+{
+}
+
+//=============================================================================
+// SoundFXLogic::Cleanup
+//=============================================================================
+// Description: Does nothing. Subclasses with stuff to clean up override
+// this virtual function.
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXLogic::Cleanup()
+{
+}
+
+//******************************************************************************
+//
+// Protected Member Functions
+//
+//******************************************************************************
+
+//=============================================================================
+// SoundFXLogic::playCreditLine
+//=============================================================================
+// Description: Play a credits conversation
+//
+// Parameters: lineNumber - last scrolled line number in credits text
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXLogic::playCreditLine( int lineNumber )
+{
+ int i;
+ DialogEventData data;
+
+ for( i = 0; i < s_creditDialogTableSize; i++ )
+ {
+ if( lineNumber == s_creditDialogTable[i].lineNumber )
+ {
+ data.charUID1 = tEntity::MakeUID( "kang" );
+ data.charUID2 = tEntity::MakeUID( "kodos" );
+ data.dialogName = s_creditDialogTable[i].dialogName;
+
+ GetEventManager()->TriggerEvent( EVENT_IN_GAMEPLAY_CONVERSATION, static_cast<void*>(&data) );
+ }
+ }
+}
diff --git a/game/code/sound/soundfx/soundfxlogic.h b/game/code/sound/soundfx/soundfxlogic.h
new file mode 100644
index 0000000..f5735f6
--- /dev/null
+++ b/game/code/sound/soundfx/soundfxlogic.h
@@ -0,0 +1,91 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: soundfxlogic.h
+//
+// Description: Declaration for the SoundFXLogic class, which is an abstract
+// base class for objects that translate events into sound effects
+// in the different game states
+//
+// History: 31/07/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef SOUNDFXLOGIC_H
+#define SOUNDFXLOGIC_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <events/eventlistener.h>
+#include <sound/simpsonssoundplayer.h>
+
+//========================================
+// Forward References
+//========================================
+
+//=============================================================================
+//
+// Synopsis: SFXPlayer
+//
+// Structure that maps the sound player to a flag indicating whether
+// we can kill the sound effect for something higher priority
+//
+//=============================================================================
+struct SFXPlayer
+{
+ SimpsonsSoundPlayer soundPlayer;
+ bool isKillable;
+};
+
+//=============================================================================
+//
+// Synopsis: SoundFXLogic
+//
+//=============================================================================
+
+class SoundFXLogic : public EventListener,
+ public SimpsonsSoundPlayerCallback
+{
+ public:
+ SoundFXLogic();
+ virtual ~SoundFXLogic();
+
+ virtual void RegisterEventListeners() = 0;
+ void UnregisterEventListeners();
+
+ SFXPlayer* GetAvailableSFXPlayer( unsigned int* index = NULL );
+
+ virtual void ServiceOncePerFrame( unsigned int elapsedTime );
+
+ virtual void Cleanup();
+
+ //
+ // SimpsonsSoundPlayerCallback functions
+ //
+ void OnSoundReady();
+ virtual void OnPlaybackComplete();
+
+ protected:
+ // Number of SFXPlayers
+ static const unsigned int s_numSFXPlayers = 6;
+
+ //
+ // Sound players
+ //
+ SFXPlayer m_soundPlayers[s_numSFXPlayers];
+
+ bool playSFXSound( const char* resource, bool killable, bool useCallback = false,
+ unsigned int* index = NULL, float trim = 1.0f, float pitch = 1.0f );
+
+ void playCreditLine( int lineNumber );
+
+ private:
+ //Prevent wasteful constructor creation.
+ SoundFXLogic( const SoundFXLogic& original );
+ SoundFXLogic& operator=( const SoundFXLogic& rhs );
+};
+
+
+#endif // SOUNDFXLOGIC_H
+
diff --git a/game/code/sound/soundfx/soundfxpauselogic.cpp b/game/code/sound/soundfx/soundfxpauselogic.cpp
new file mode 100644
index 0000000..961996a
--- /dev/null
+++ b/game/code/sound/soundfx/soundfxpauselogic.cpp
@@ -0,0 +1,98 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: soundfxpauselogic.cpp
+//
+// Description: Implements the SoundFXPauseLogic class, which handles
+// the translation of events into sound effects for the pause
+// menu.
+//
+// History: 31/07/2002 + Created -- Darren
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+
+//========================================
+// Project Includes
+//========================================
+#include <sound/soundfx/soundfxpauselogic.h>
+
+
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// SoundFXPauseLogic::SoundFXPauseLogic
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+SoundFXPauseLogic::SoundFXPauseLogic()
+{
+}
+
+//==============================================================================
+// SoundFXPauseLogic::~SoundFXPauseLogic
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+SoundFXPauseLogic::~SoundFXPauseLogic()
+{
+}
+
+//=============================================================================
+// SoundFXPauseLogic::RegisterEventListeners
+//=============================================================================
+// Description: Register as listener of sound effect events with Event Manager
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXPauseLogic::RegisterEventListeners()
+{
+}
+
+//=============================================================================
+// SoundFXPauseLogic::HandleEvent
+//=============================================================================
+// Description: Play sound effects in response to events
+//
+// Parameters: id - Sound effect event identifier
+// pEventData - Currently unused
+//
+// Return: void
+//
+//=============================================================================
+void SoundFXPauseLogic::HandleEvent( EventEnum id, void* pEventData )
+{
+}
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
diff --git a/game/code/sound/soundfx/soundfxpauselogic.h b/game/code/sound/soundfx/soundfxpauselogic.h
new file mode 100644
index 0000000..5cc861f
--- /dev/null
+++ b/game/code/sound/soundfx/soundfxpauselogic.h
@@ -0,0 +1,50 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: soundfxpauselogic.h
+//
+// Description: Declaration for the SoundFXPauseLogic class, which handles
+// the translation of events into sound effects for the pause
+// menu.
+//
+// History: 31/07/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef SOUNDFXPAUSELOGIC_H
+#define SOUNDFXPAUSELOGIC_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <sound/soundfx/soundfxlogic.h>
+
+//========================================
+// Forward References
+//========================================
+
+//=============================================================================
+//
+// Synopsis: SoundFXPauseLogic
+//
+//=============================================================================
+
+class SoundFXPauseLogic : public SoundFXLogic
+{
+ public:
+ SoundFXPauseLogic();
+ virtual ~SoundFXPauseLogic();
+
+ void RegisterEventListeners();
+
+ void HandleEvent( EventEnum id, void* pEventData );
+
+ private:
+ //Prevent wasteful constructor creation.
+ SoundFXPauseLogic( const SoundFXPauseLogic& original );
+ SoundFXPauseLogic& operator=( const SoundFXPauseLogic& rhs );
+};
+
+
+#endif // SOUNDFXPAUSELOGIC_H
+
diff --git a/game/code/sound/soundfx/win32reverbcontroller.cpp b/game/code/sound/soundfx/win32reverbcontroller.cpp
new file mode 100644
index 0000000..8876d0d
--- /dev/null
+++ b/game/code/sound/soundfx/win32reverbcontroller.cpp
@@ -0,0 +1,127 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: win32reverbcontroller.cpp
+//
+// Description: Implementation for the Win32ReverbController class, which provides
+// the Windows-specific reverb control
+//
+// History: 03/25/2003 + Created -- Ziemek
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include <radsound_win32.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include <sound/soundfx/win32reverbcontroller.h>
+
+#include <sound/soundfx/reverbsettings.h>
+
+#include <memory/srrmemory.h>
+
+
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// Win32ReverbController::Win32ReverbController
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+Win32ReverbController::Win32ReverbController()
+{
+ m_reverbInterface = ::radSoundHalEffectEAX2ReverbCreate( GMA_PERSISTENT );
+ m_reverbInterface->AddRef();
+
+ registerReverbEffect( m_reverbInterface );
+}
+
+//==============================================================================
+// Win32ReverbController::~Win32ReverbController
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+Win32ReverbController::~Win32ReverbController()
+{
+ m_reverbInterface->Release();
+ m_reverbInterface = NULL;
+}
+
+//=============================================================================
+// Win32ReverbController::SetReverbOn
+//=============================================================================
+// Description: Self-explanatory
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void Win32ReverbController::SetReverbOn( reverbSettings* settings )
+{
+ if( settings != NULL )
+ {
+ rReleaseString( "Settings not null\n" );
+ SetReverbGain( settings->GetGain() );
+ m_reverbInterface->SetRoom( settings->GetXboxRoom() );
+ m_reverbInterface->SetRoomHF( settings->GetXboxRoomHF() );
+ m_reverbInterface->SetRoomRolloffFactor( settings->GetXboxRoomRolloffFactor() );
+ m_reverbInterface->SetDecayTime( settings->GetXboxDecayTime() );
+ m_reverbInterface->SetDecayHFRatio( settings->GetXboxDecayHFRatio() );
+ m_reverbInterface->SetReflections( settings->GetXboxReflections() );
+ m_reverbInterface->SetReflectionsDelay( settings->GetXboxReflectionsDelay() );
+ m_reverbInterface->SetReverb( settings->GetXboxReverb() );
+ m_reverbInterface->SetReverbDelay( settings->GetXboxReverbDelay() );
+ m_reverbInterface->SetEnvironmentDiffusion( settings->GetWinEnvironmentDiffusion() );
+ m_reverbInterface->SetAirAbsorptionHF( settings->GetWinAirAbsorptionHF() );
+
+ prepareFadeSettings( settings->GetGain(), settings->GetFadeInTime(),
+ settings->GetFadeOutTime() );
+ }
+}
+
+//=============================================================================
+// Win32ReverbController::SetReverbOff
+//=============================================================================
+// Description: Self-explanatory
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void Win32ReverbController::SetReverbOff()
+{
+ startFadeOut();
+}
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
diff --git a/game/code/sound/soundfx/win32reverbcontroller.h b/game/code/sound/soundfx/win32reverbcontroller.h
new file mode 100644
index 0000000..055ae84
--- /dev/null
+++ b/game/code/sound/soundfx/win32reverbcontroller.h
@@ -0,0 +1,54 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: win32reverbcontroller.h
+//
+// Description: Declaration for the Win32ReverbController class, which provides
+// the Windows-specific reverb control
+//
+// History: 03/25/2003 + Created -- Ziemek
+//
+//=============================================================================
+
+#ifndef WIN32REVERBCONTROLLER_H
+#define WIN32REVERBCONTROLLER_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <sound/soundfx/reverbcontroller.h>
+
+//========================================
+// Forward References
+//========================================
+struct IRadSoundHalEffectEAX2Reverb;
+
+//=============================================================================
+//
+// Synopsis: Win32ReverbController
+//
+//=============================================================================
+
+class Win32ReverbController : public ReverbController
+{
+public:
+ Win32ReverbController();
+ virtual ~Win32ReverbController();
+
+ void SetReverbOn( reverbSettings* settings );
+ void SetReverbOff();
+
+private:
+ //Prevent wasteful constructor creation.
+ Win32ReverbController( const Win32ReverbController& original );
+ Win32ReverbController& operator=( const Win32ReverbController& rhs );
+
+ //
+ // Radsound's Win32 reverb interface
+ //
+ IRadSoundHalEffectEAX2Reverb* m_reverbInterface;
+};
+
+
+#endif // WIN32REVERBCONTROLLER_H
+
diff --git a/game/code/sound/soundfx/xboxreverbcontroller.cpp b/game/code/sound/soundfx/xboxreverbcontroller.cpp
new file mode 100644
index 0000000..599aeee
--- /dev/null
+++ b/game/code/sound/soundfx/xboxreverbcontroller.cpp
@@ -0,0 +1,127 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: xboxreverbcontroller.cpp
+//
+// Description: Implementation for the XboxReverbController class, which provides
+// the Xbox-specific reverb control
+//
+// History: 10/28/2002 + Created -- Darren
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include <radsound_xbox.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include <sound/soundfx/xboxreverbcontroller.h>
+
+#include <sound/soundfx/reverbsettings.h>
+
+#include <memory/srrmemory.h>
+
+
+
+//******************************************************************************
+//
+// Global Data, Local Data, Local Classes
+//
+//******************************************************************************
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// XboxReverbController::XboxReverbController
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+XboxReverbController::XboxReverbController()
+{
+ m_reverbInterface = ::radSoundHalEffectI3DL2ReverbXBoxCreate( GMA_PERSISTENT );
+
+ registerReverbEffect( m_reverbInterface );
+}
+
+//==============================================================================
+// XboxReverbController::~XboxReverbController
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+XboxReverbController::~XboxReverbController()
+{
+ m_reverbInterface->Release();
+ m_reverbInterface = NULL;
+}
+
+//=============================================================================
+// XboxReverbController::SetReverbOn
+//=============================================================================
+// Description: Self-explanatory
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void XboxReverbController::SetReverbOn( reverbSettings* settings )
+{
+ if( settings != NULL )
+ {
+ rReleaseString( "Settings not null\n" );
+ SetReverbGain( settings->GetGain() );
+ m_reverbInterface->SetRoom( settings->GetXboxRoom() );
+ m_reverbInterface->SetRoomHF( settings->GetXboxRoomHF() );
+ m_reverbInterface->SetRoomRolloffFactor( settings->GetXboxRoomRolloffFactor() );
+ m_reverbInterface->SetDecayTime( settings->GetXboxDecayTime() );
+ m_reverbInterface->SetDecayHFRatio( settings->GetXboxDecayHFRatio() );
+ m_reverbInterface->SetReflections( settings->GetXboxReflections() );
+ m_reverbInterface->SetReflectionsDelay( settings->GetXboxReflectionsDelay() );
+ m_reverbInterface->SetReverb( settings->GetXboxReverb() );
+ m_reverbInterface->SetReverbDelay( settings->GetXboxReverbDelay() );
+ m_reverbInterface->SetDiffusion( settings->GetXboxDiffusion() );
+ m_reverbInterface->SetDensity( settings->GetXboxDensity() );
+ m_reverbInterface->SetHFReference( settings->GetXboxHFReference() );
+
+ prepareFadeSettings( settings->GetGain(), settings->GetFadeInTime(),
+ settings->GetFadeOutTime() );
+ }
+}
+
+//=============================================================================
+// XboxReverbController::SetReverbOff
+//=============================================================================
+// Description: Self-explanatory
+//
+// Parameters: None
+//
+// Return: void
+//
+//=============================================================================
+void XboxReverbController::SetReverbOff()
+{
+ startFadeOut();
+}
+
+//******************************************************************************
+//
+// Private Member Functions
+//
+//******************************************************************************
diff --git a/game/code/sound/soundfx/xboxreverbcontroller.h b/game/code/sound/soundfx/xboxreverbcontroller.h
new file mode 100644
index 0000000..5ef87f3
--- /dev/null
+++ b/game/code/sound/soundfx/xboxreverbcontroller.h
@@ -0,0 +1,54 @@
+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: xboxreverbcontroller.h
+//
+// Description: Declaration for the XboxReverbController class, which provides
+// the Xbox-specific reverb control
+//
+// History: 10/28/2002 + Created -- Darren
+//
+//=============================================================================
+
+#ifndef XBOXREVERBCONTROLLER_H
+#define XBOXREVERBCONTROLLER_H
+
+//========================================
+// Nested Includes
+//========================================
+#include <sound/soundfx/reverbcontroller.h>
+
+//========================================
+// Forward References
+//========================================
+struct IRadSoundHalEffectI3DL2ReverbXBox;
+
+//=============================================================================
+//
+// Synopsis: XboxReverbController
+//
+//=============================================================================
+
+class XboxReverbController : public ReverbController
+{
+ public:
+ XboxReverbController();
+ virtual ~XboxReverbController();
+
+ void SetReverbOn( reverbSettings* settings );
+ void SetReverbOff();
+
+ private:
+ //Prevent wasteful constructor creation.
+ XboxReverbController( const XboxReverbController& original );
+ XboxReverbController& operator=( const XboxReverbController& rhs );
+
+ //
+ // Radsound's Xbox reverb interface
+ //
+ IRadSoundHalEffectI3DL2ReverbXBox* m_reverbInterface;
+};
+
+
+#endif // XBOXREVERBCONTROLLER_H
+