DIFF

Sound.c

enum WaveKind 
{
	WAVEEFFECT,
	WAVEEFFECTEX,
	WAVESPEECH,
	WAVEMUSIC,
	WAVESPEECHEX,
	WAVEENVIRONMENT,
	WAVEENVIRONMENTEX,
	WAVEWEAPONS,
	WAVEWEAPONSEX,
	WAVEATTALWAYS,
	WAVEUI
}


//@}

//----------------------------------------------
/**
 * \defgroup SoundController API
 * @{
 */

enum SoundControllerAction
{
	None,
	Limit,
	Overwrite
}

/*!
Overrides or limits soundmap value for a sound cotroller
\param controllerName the sound controller name. One of: rain,night,meadow,trees,hills,houses,windy,deadBody,sea,forest,altitudeGround,altitudeSea,altitudeSurface,daytime,shooting,coast,waterDepth,overcast,fog,snowfall,caveSmall,caveBig
\param action what action will be used on the normal landscape sound controller value
\param value the new value of sound controller
*/
proto native void SetSoundControllerOverride(string controllerName, float value, SoundControllerAction action);

/*!
Overrides all the environment controllers to be muted
*/
proto native void MuteAllSoundControllers();

/*!
Removes all the previously set overrides of sound controllers
*/
proto native void ResetAllSoundControllers();

//@}


class AbstractSoundScene
{
	private void AbstractSoundScene() {}
	private void ~AbstractSoundScene() {}
	
	proto native AbstractWave Play2D(SoundObject soundObject, SoundObjectBuilder soundBuilder);
	proto native AbstractWave Play3D(SoundObject soundObject, SoundObjectBuilder soundBuilder);
	proto native SoundObject BuildSoundObject(SoundObjectBuilder soundObjectbuilder);

	proto native float GetRadioVolume();
	proto native void SetRadioVolume(float vol, float time);

	proto native float GetSpeechExVolume();
	proto native void SetSpeechExVolume(float vol, float time);

	proto native float GetMusicVolume();
	proto native void SetMusicVolume(float vol, float time);

	proto native float GetSoundVolume();
	proto native void SetSoundVolume(float vol, float time);

	proto native float GetVOIPVolume();
	proto native void SetVOIPVolume(float vol, float time);
	
	proto native float GetSilenceThreshold();
	proto native float GetAudioLevel();
}


class SoundObjectBuilder
{
	void SoundObjectBuilder(SoundParams soundParams);	
	
	SoundObject BuildSoundObject()
	{
		return g_Game.GetSoundScene().BuildSoundObject(this);
	}

	proto native void Initialize(SoundParams soundParams);

	proto native void AddEnvSoundVariables(vector position);
	proto native void AddVariable(string name, float value);
	proto void AddVariables(notnull array<string> names, array<float> values = null);
	
	//! Deprecated - same functionality, just poor naming
	void UpdateEnvSoundControllers(vector position)
	{
		AddEnvSoundVariables(position);
	}

	//! Deprecated - same functionality, just poor naming
	void SetVariable(string name, float value)
	{
		AddVariable(name, value);
	}
}


class SoundObject
{
	void SoundObject(SoundParams soundParams);
	
	proto void UpdateVariables(notnull array<float> values);

	//! Note:	'SoundObject' is not an Entity, and therefore can not be accessed by using 'IEntity.GetChildren', 
	//! 		though internally 'SoundObject.SetParent' is similiar to 'IEntity.AddChild' by creating an 'EntityHierarchyComponent'
	proto native void SetParent(IEntity parent, int pivot = -1);
	proto native IEntity GetParent();
	proto native int GetHierarchyPivot();
	
	//! Note:	Sets the position locally if parented, retrieves globally with the sound offset
	proto native void SetPosition(vector position);
	proto native vector GetPosition();
	
	//! Note:	Sets the speed locally if parented, retrieves globally with the parent speed
	proto native void SetSpeed(vector speed);
	proto native vector GetSpeed();

	proto native void SetOcclusionObstruction(float occlusion, float obstruction);
	proto native void SetKind(WaveKind kind);
	proto native void Initialize(SoundParams soundParams);
}

//soundsys.hpp
class SoundParams
{
	void SoundParams(string name);
		
	proto native bool Load(string name);	
	proto native bool IsValid();
	proto string GetName();
}

class AbstractWaveEvents
{
	ref ScriptInvoker Event_OnSoundWaveStarted = new ScriptInvoker();
	ref ScriptInvoker Event_OnSoundWaveStopped = new ScriptInvoker();
	ref ScriptInvoker Event_OnSoundWaveLoaded = new ScriptInvoker();
	ref ScriptInvoker Event_OnSoundWaveHeaderLoaded = new ScriptInvoker();
	ref ScriptInvoker Event_OnSoundWaveEnded = new ScriptInvoker();
}

class AbstractWave
{
	private void InitEvents()
	{
		AbstractWaveEvents events = new AbstractWaveEvents();
		SetUserData(events);
	}

	#ifdef DIAG_DEVELOPER
	private void AbstractWave() { InitEvents(); }
	private void ~AbstractWave() {}
	#else
	void AbstractWave() { InitEvents(); }
	#endif
	
	proto void SetUserData(Managed inst);
	proto Managed GetUserData();
	
	proto void Play();
	
	void PlayWithOffset(float offset)
	{
		Play();
		SetStartOffset(offset);
	}
	//proto native void Mute();
	proto void Stop();
	proto void Restart();
	proto void SetStartOffset(float offset);
	//! WARNING: Blocking! Waits for header to load
	proto float GetLength();
	//! Current position in percentage of total length
	proto float GetCurrPosition();
	proto void Loop(bool setLoop);
	proto float GetVolume();
	proto void SetVolume(float value);
	proto void SetVolumeRelative(float value);
	proto void SetFrequency(float value);
	proto float GetFrequency();
	proto void SetPosition(vector position, vector velocity = "0 0 0");
	proto void SetFadeInFactor(float volume);
	proto void SetFadeOutFactor(float volume);
	proto void SetDoppler(bool setDoppler);
	proto void Skip(float timeSec);
	proto bool IsHeaderLoaded();
	
	AbstractWaveEvents GetEvents()
	{
		return AbstractWaveEvents.Cast(GetUserData());
	}
	
	void OnPlay()
	{
		GetEvents().Event_OnSoundWaveStarted.Invoke(this);
	}
	
	void OnStop()
	{
		GetEvents().Event_OnSoundWaveStopped.Invoke(this);
	}
		
	void OnLoad()
	{
		GetEvents().Event_OnSoundWaveLoaded.Invoke(this);
	}
	
	void OnHeaderLoad()
	{
		GetEvents().Event_OnSoundWaveHeaderLoaded.Invoke(this);
	}
	
	void OnEnd()
	{
		GetEvents().Event_OnSoundWaveEnded.Invoke(this);
	}
}