126 lines
4.3 KiB
C++

/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: AudioEventInfo.h /////////////////////////////////////////////////////////////////////////
// AudioEventInfo structure
// Author: John K. McDonald, March 2002
#pragma once
#ifndef _H_AUDIOEVENTINFO_
#define _H_AUDIOEVENTINFO_
#include "Common/AsciiString.h"
#include "Common/GameMemory.h"
#include "Common/STLTypedefs.h"
// DEFINES
#define NO_INTENSIVE_AUDIO_DEBUG
// FORWARD DECLARATIONS ///////////////////////////////////////////////////////////////////////////
struct FieldParse;
// USEFUL DECLARATIONS ////////////////////////////////////////////////////////////////////////////
enum AudioType
{
AT_Music,
AT_Streaming,
AT_SoundEffect
};
extern char *theAudioPriorityNames[];
enum AudioPriority
{
AP_LOWEST,
AP_LOW,
AP_NORMAL,
AP_HIGH,
AP_CRITICAL
};
extern char *theSoundTypeNames[];
enum SoundType
{
ST_UI = 0x0001,
ST_WORLD = 0x0002,
ST_SHROUDED = 0x0004,
ST_GLOBAL = 0x0008,
ST_VOICE = 0x0010,
ST_PLAYER = 0x0020,
ST_ALLIES = 0x0040,
ST_ENEMIES = 0x0080,
ST_EVERYONE = 0x0100,
};
extern char *theAudioControlNames[];
enum AudioControl
{
AC_LOOP = 0x0001,
AC_RANDOM = 0x0002,
AC_ALL = 0x0004,
AC_POSTDELAY = 0x0008,
AC_INTERRUPT = 0x0010,
};
struct AudioEventInfo : public MemoryPoolObject
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AudioEventInfo, "AudioEventInfo" )
public:
AsciiString m_audioName; // This name matches the name of the AudioEventRTS
AsciiString m_filename; // For music tracks, this is the filename of the track
Real m_volume; // Desired volume of this audio
Real m_volumeShift; // Desired volume shift of the audio
Real m_minVolume; // Clamped minimum value, useful when muting sound effects
Real m_pitchShiftMin; // minimum pitch shift value
Real m_pitchShiftMax; // maximum pitch shift value
Int m_delayMin; // minimum delay before we'll fire up another one of these
Int m_delayMax; // maximum delay before we'll fire up another one of these
Int m_limit; // Limit to the number of these sounds that can be fired up simultaneously
Int m_loopCount; // number of times to loop this sound
AudioPriority m_priority; // Priority of this sound
UnsignedInt m_type; // Type of sound
UnsignedInt m_control; // control of sound
std::vector<AsciiString> m_soundsMorning; // Sounds to play in the wee hours of the morning
std::vector<AsciiString> m_sounds; // Default sounds to play
std::vector<AsciiString> m_soundsNight; // Sounds to play at night
std::vector<AsciiString> m_soundsEvening; // Sounds to play in the evening
std::vector<AsciiString> m_attackSounds;
std::vector<AsciiString> m_decaySounds;
Real m_lowPassFreq; // When performing low pass filters, what is the maximum frequency heard, expressed as a percentage?
Real m_minDistance; // less than this distance and the sound behaves as though it is at minDistance
Real m_maxDistance; // greater than this distance and the sound behaves as though it is muted
AudioType m_soundType; // This should be either Music, Streaming or SoundEffect
static const FieldParse m_audioEventInfo[]; ///< the parse table for INI definition
const FieldParse *getFieldParse( void ) const { return m_audioEventInfo; }
};
#endif /* _H_AUDIOEVENTINFO_ */