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(Mostly) updated verve implementation.
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538 changed files with 68727 additions and 49 deletions
354
Engine/modules/Verve/Torque3D/VSoundEffect.cpp
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354
Engine/modules/Verve/Torque3D/VSoundEffect.cpp
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//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "Verve/VerveConfig.h"
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#include "Verve/Torque3D/VSoundEffect.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "core/stream/bitStream.h"
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#include "math/mathIO.h"
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#include "sfx/sfxSystem.h"
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#include "sfx/sfxDescription.h"
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//-----------------------------------------------------------------------------
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//
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// Sound Methods.
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//
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//-----------------------------------------------------------------------------
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bool VTorque::isSoundLooping( SoundEffectType *pSoundProfile )
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{
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if ( !pSoundProfile )
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{
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// Sanity!
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return false;
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}
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// Return Looping.
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return pSoundProfile->getDescription()->mIsLooping;
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}
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S32 VTorque::getSoundDuration( SoundEffectType *pSoundProfile )
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{
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if ( !pSoundProfile )
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{
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// Sanity!
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return 0;
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}
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// Return Duration.
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return pSoundProfile->getSoundDuration();
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}
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VTorque::SoundSourceType *VTorque::playSound( SoundEffectType *pSoundProfile, const U32 &pPosition, const F32 &pPitch )
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{
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if ( !pSoundProfile )
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{
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// Sanity!
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return NULL;
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}
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#ifdef VT_EDITOR
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// Play Sound.
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SFXSound *source = ( SFXSound* )SFX->playOnce( pSoundProfile );
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if ( source )
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{
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// Set Position.
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source->setPosition( pPosition );
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// Set Pitch.
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source->setPitch( pPitch );
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}
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// Return Source.
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return source;
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#else
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// Fetch Client Group.
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SimGroup* clientGroup = Sim::getClientGroup();
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for ( SimGroup::iterator itr = clientGroup->begin(); itr != clientGroup->end(); itr++ )
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{
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NetConnection *connection = static_cast<NetConnection*>( *itr );
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if ( connection )
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{
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// Create Event.
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VSoundEffectNetEvent *event = new VSoundEffectNetEvent();
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// Setup Event.
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event->mProfile = pSoundProfile;
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event->mPosition = pPosition;
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event->mPitch = pPitch;
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event->mIs3D = false;
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// Post Event.
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connection->postNetEvent( event );
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}
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}
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return NULL;
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#endif
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}
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VTorque::SoundSourceType *VTorque::playSound( SoundEffectType *pSoundProfile, SceneObjectType *pObject, const U32 &pPosition, const F32 &pPitch )
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{
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if ( !pSoundProfile )
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{
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// Sanity!
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return NULL;
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}
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#ifdef VT_EDITOR
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// Fetch Reference Transform.
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const MatrixF &transform = pObject->getTransform();
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// Play Sound.
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SFXSound *source = ( SFXSound* )SFX->playOnce( pSoundProfile, &transform );
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if ( source )
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{
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// Set Position.
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source->setPosition( pPosition );
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// Set Pitch.
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source->setPitch( pPitch );
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}
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// Return Source.
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return source;
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#else
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// Fetch Client Group.
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SimGroup* clientGroup = Sim::getClientGroup();
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for ( SimGroup::iterator itr = clientGroup->begin(); itr != clientGroup->end(); itr++ )
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{
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NetConnection *connection = static_cast<NetConnection*>( *itr );
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if ( connection )
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{
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// Create Event.
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VSoundEffectNetEvent *event = new VSoundEffectNetEvent();
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// Setup Event.
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event->mProfile = pSoundProfile;
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event->mPosition = pPosition;
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event->mPitch = pPitch;
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event->mIs3D = true;
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event->mTransform = pObject->getTransform();
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// Post Event.
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connection->postNetEvent( event );
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}
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}
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return NULL;
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#endif
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}
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void VTorque::playSound( SoundSourceType *pSource )
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{
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if ( !pSource )
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{
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// Sanity!
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return;
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}
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// Play.
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pSource->play();
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}
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void VTorque::pauseSound( SoundSourceType *pSource )
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{
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if ( !pSource )
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{
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// Sanity!
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return;
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}
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// Pause.
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pSource->pause();
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}
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void VTorque::stopSound( SoundSourceType *pSource )
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{
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if ( !pSource )
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{
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// Sanity!
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return;
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}
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// Stop.
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pSource->stop();
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}
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void VTorque::setSoundPosition( SoundSourceType *pSource, const U32 &pPosition )
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{
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if ( !pSource )
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{
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// Sanity!
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return;
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}
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// Set Position.
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pSource->setPosition( pPosition );
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}
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void VTorque::setSoundPitch( SoundSourceType *pSource, const F32 &pPitch )
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{
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if ( !pSource )
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{
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// Sanity!
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return;
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}
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// Set Pitch.
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pSource->setPitch( pPitch );
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}
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//-----------------------------------------------------------------------------
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IMPLEMENT_CO_CLIENTEVENT_V1( VSoundEffectNetEvent );
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//-----------------------------------------------------------------------------
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VSoundEffectNetEvent::VSoundEffectNetEvent( void ) : mProfile( NULL ),
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mPosition( 0.f ),
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mPitch( 1.f ),
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mIs3D( false ),
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mTransform( MatrixF::Identity )
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{
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// Void.
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}
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void VSoundEffectNetEvent::write( NetConnection *pConnection, BitStream *pStream )
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{
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// Void.
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}
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void VSoundEffectNetEvent::pack( NetConnection *pConnection, BitStream *pStream )
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{
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// Valid?
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if ( !pStream->writeFlag( mProfile != NULL ) )
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{
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return;
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}
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// Profile.
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pStream->writeInt( mProfile->getId() - DataBlockObjectIdFirst, DataBlockObjectIdBitSize );
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// Position.
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pStream->write( mPosition );
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// Pitch.
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pStream->write( mPitch );
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// 3D?
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if ( pStream->writeFlag( mIs3D ) )
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{
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// Rotation.
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SFXDescription* description = mProfile->getDescription();
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if ( pStream->writeFlag( description->mConeInsideAngle || description->mConeOutsideAngle ) )
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{
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// Entire Transform.
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pStream->writeAffineTransform( mTransform );
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}
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else
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{
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// Position.
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mathWrite( *pStream, mTransform.getColumn3F( 3 ) );
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}
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}
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}
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void VSoundEffectNetEvent::unpack( NetConnection *pConnection, BitStream *pStream )
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{
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// Valid?
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if ( !pStream->readFlag() )
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{
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return;
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}
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// Profile.
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Sim::findObject( pStream->readInt( DataBlockObjectIdBitSize ) + DataBlockObjectIdFirst, mProfile );
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// Position.
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pStream->read( &mPosition );
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// Pitch.
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pStream->read( &mPitch );
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// 3D?
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if ( pStream->readFlag() )
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{
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// Yup!
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mIs3D = true;
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// Rotation?
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if ( pStream->readFlag() )
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{
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// Transform.
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pStream->readAffineTransform( &mTransform );
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}
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else
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{
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// Position.
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Point3F pos;
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mathRead( *pStream, &pos );
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mTransform.setColumn( 3, pos );
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}
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}
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}
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void VSoundEffectNetEvent::process( NetConnection *pConnection )
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{
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// Valid?
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if ( !mProfile )
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{
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return;
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}
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SFXSound *source = NULL;
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if ( mIs3D )
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{
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// Play 3D Sound.
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source = ( SFXSound* )SFX->playOnce( mProfile, &mTransform );
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}
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else
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{
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// Play 2D Sound.
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source = ( SFXSound* )SFX->playOnce( mProfile );
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}
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if ( source )
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{
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// Set Position.
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source->setPosition( mPosition );
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// Set Pitch.
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source->setPitch( mPitch );
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}
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}
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