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// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * 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/.
// sound.h
#pragma once
#include "math/vector.h"
class CInstanceManager;
namespace Snd {
const int MAXFILES = 200;
const int MAXSOUND = 32;
const int MAXVOLUME = 20;
const int MAXOPER = 4;
enum Sound
{
SOUND_CLICK = 0,
SOUND_BOUM = 1,
SOUND_EXPLO = 2,
SOUND_FLYh = 3, // human
SOUND_FLY = 4,
SOUND_STEPs = 5, // smooth
SOUND_MOTORw = 6, // wheel
SOUND_MOTORt = 7, // tank
SOUND_MOTORr = 8, // roller
SOUND_ERROR = 9,
SOUND_CONVERT = 10,
SOUND_ENERGY = 11,
SOUND_PLOUF = 12,
SOUND_BLUP = 13,
SOUND_WARNING = 14,
SOUND_DERRICK = 15,
SOUND_LABO = 16,
SOUND_STATION = 17,
SOUND_REPAIR = 18,
SOUND_RESEARCH = 19,
SOUND_INSECTs = 20, // spider
SOUND_BURN = 21,
SOUND_TZOING = 22,
SOUND_GGG = 23,
SOUND_MANIP = 24,
SOUND_FIRE = 25, // shooting with fireball
SOUND_HUMAN1 = 26, // breathing
SOUND_STEPw = 27, // water
SOUND_SWIM = 28,
SOUND_RADAR = 29,
SOUND_BUILD = 30,
SOUND_ALARM = 31, // energy alarm
SOUND_SLIDE = 32,
SOUND_EXPLOi = 33, // insect
SOUND_INSECTa = 34, // ant
SOUND_INSECTb = 35, // bee
SOUND_INSECTw = 36, // worm
SOUND_INSECTm = 37, // mother
SOUND_TREMBLE = 38,
SOUND_PSHHH = 39,
SOUND_NUCLEAR = 40,
SOUND_INFO = 41,
SOUND_OPEN = 42,
SOUND_CLOSE = 43,
SOUND_FACTORY = 44,
SOUND_EGG = 45,
SOUND_MOTORs = 46, // submarine
SOUND_MOTORi = 47, // insect (legs)
SOUND_SHIELD = 48,
SOUND_FIREi = 49, // shooting with orgaball (insect)
SOUND_GUNDEL = 50,
SOUND_PSHHH2 = 51, // shield
SOUND_MESSAGE = 52,
SOUND_BOUMm = 53, // metal
SOUND_BOUMv = 54, // plant
SOUND_BOUMs = 55, // smooth
SOUND_EXPLOl = 56, // little
SOUND_EXPLOlp = 57, // little power
SOUND_EXPLOp = 58, // power
SOUND_STEPh = 59, // hard
SOUND_STEPm = 60, // metal
SOUND_POWERON = 61,
SOUND_POWEROFF = 62,
SOUND_AIE = 63,
SOUND_WAYPOINT = 64,
SOUND_RECOVER = 65,
SOUND_DEADi = 66,
SOUND_JOSTLE = 67,
SOUND_GFLAT = 68,
SOUND_DEADg = 69, // shooting death
SOUND_DEADw = 70, // drowning
SOUND_FLYf = 71, // reactor fail
SOUND_ALARMt = 72, // temperature alarm
SOUND_FINDING = 73, // finds a cache object
SOUND_THUMP = 74,
SOUND_TOUCH = 75,
SOUND_BLITZ = 76,
SOUND_MUSHROOM = 77,
SOUND_FIREp = 78, // shooting with phazer
SOUND_EXPLOg1 = 79, // impact gun 1
SOUND_EXPLOg2 = 80, // impact gun 2
SOUND_MOTORd = 81, // engine friction
};
enum SoundNext
{
SOPER_CONTINUE = 1,
SOPER_STOP = 2,
SOPER_LOOP = 3,
};
struct SoundOper
{
char bUsed;
float finalAmplitude;
float finalFrequency;
float totalTime;
float currentTime;
Snd::SoundNext nextOper;
};
struct SoundChannel
{
char bUsed; // buffer used?
char bMute; // silence?
Snd::Sound type; // SOUND_*
int priority; // so great -> important
Math::Vector pos; // position in space
unsigned short uniqueStamp; // unique marker
// LPDIRECTSOUNDBUFFER soundBuffer;
// LPDIRECTSOUND3DBUFFER soundBuffer3D;
float startAmplitude;
float startFrequency;
float changeFrequency;
int initFrequency;
float volume; // 2D: volume 1..0 depending on position
float pan; // 2D: pan -1..+1 depending on position
Snd::SoundOper oper[MAXOPER];
};
class CSound
{
// TODO
};
}; // namespace Sound
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