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//-----------------------------------------------------------------------------
// Name: soundplayinfo.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/vec3.h>
#include <Internal/integer.h>
#include <Asset/Asset/soundgroup.h>
#include <Utility/pcg_basic.h>
#include <string>
enum FilterType {
_simple_filter = 0,
_convolution_filter = 1
};
enum SoundPriority {
_sound_priority_max = 0,
_sound_priority_very_high = 1,
_sound_priority_high = 2,
_sound_priority_med = 3,
_sound_priority_low = 4
};
const unsigned char _default_priority = _sound_priority_med;
struct FilterInfo {
std::string path;
float wet;
FilterType type;
FilterInfo() : wet(0.0f) {}
};
struct SoundPlayInfo {
vec3 position;
vec3 occlusion_position;
float pitch;
float volume;
float volume_mult;
float max_gain;
float max_distance;
bool looping;
uint8_t flags;
unsigned char priority;
std::string path;
int created_by_id;
FilterInfo filter_info;
unsigned int play_past_tick;
SoundPlayInfo();
};
struct SoundGroupPlayInfo {
vec3 position;
vec3 occlusion_position;
float gain;
float max_gain;
float volume_mult;
float pitch_shift;
private:
std::string path;
int previous_sound_id;
public:
std::string specific_path;
std::string sound_base_path;
int created_by_id;
uint8_t flags;
unsigned char priority;
FilterInfo filter_info;
// Values from SoundGroup
float volume;
float max_distance;
SoundGroupPlayInfo(const SoundGroup& sg, const vec3& _pos);
std::string GetARandomOrderedSoundPath(pcg32_random_t* reseed);
void SetNumVariants(int _num_variants);
inline int GetNumVariants() { return num_variants; };
unsigned int play_past_tick;
const std::string& GetPath() const;
private:
int num_variants;
};
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