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Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
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268
audio/sound.h
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268
audio/sound.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "audiorenderer.h"
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#include "Classes.h"
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#include "Names.h"
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float const EU07_SOUND_GLOBALRANGE { -1.f };
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float const EU07_SOUND_CABCONTROLSCUTOFFRANGE { 7.5f };
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float const EU07_SOUND_CABANNOUNCEMENTCUTOFFRANGE{ -10.f };
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float const EU07_SOUND_BRAKINGCUTOFFRANGE { 100.f };
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float const EU07_SOUND_RUNNINGNOISECUTOFFRANGE { 200.f };
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float const EU07_SOUND_HANDHELDRADIORANGE { 3500.f };
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enum class sound_type {
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single,
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multipart
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};
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enum sound_parameters {
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range = 0x1,
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amplitude = 0x2,
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frequency = 0x4,
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};
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enum sound_flags {
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looping = 0x1, // the main sample will be looping
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exclusive = 0x2, // the source won't dispatch more than one active instance of the sound
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event = 0x80 // sound was activated by an event; we should keep note of the activation state for the update() calls it may receive
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};
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enum class sound_placement {
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general, // source is equally audible in potential carrier and outside of it
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internal, // source is located inside of the carrier, and less audible when the listener is outside
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engine, // source is located in the engine compartment, less audible when the listener is outside and even less in the cabs
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external, // source is located on the outside of the carrier, and less audible when the listener is inside
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external_ambient, // source is located on the outside of the carrier, with fixed volume
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custom, // source doesn't fit in any standard location or requires custom soundproofing
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};
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auto const EU07_SOUNDPROOFING_NONE{ 1.f };
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auto const EU07_SOUNDPROOFING_SOME{ std::sqrt( 0.65f ) };
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auto const EU07_SOUNDPROOFING_STRONG{ std::sqrt( 0.20f ) };
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auto const EU07_SOUNDPROOFING_VERYSTRONG{ std::sqrt( 0.01f ) };
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// mini controller and audio dispatcher; issues play commands for the audio renderer,
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// updates parameters of created audio emitters for the playback duration
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// TODO: move to simulation namespace after clean up of owner classes
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class sound_source {
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public:
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// constructors
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sound_source( sound_placement const Placement = sound_placement::general, float const Range = 50.f );
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// destructor
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~sound_source();
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// methods
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// restores state of the class from provided data stream
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sound_source &
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deserialize( cParser &Input, sound_type const Legacytype, int const Legacyparameters = 0, int const Chunkrange = 100 );
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sound_source &
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deserialize( std::string const &Input, sound_type const Legacytype, int const Legacyparameters = 0 );
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// sends content of the class in legacy (text) format to provided stream
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void
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export_as_text( std::ostream &Output ) const;
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// copies list of sounds from provided source
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sound_source &
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copy_sounds( sound_source const &Source );
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// issues contextual play commands for the audio renderer
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void
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play( int const Flags = 0 );
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// maintains playback of sounds started by event
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void
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play_event();
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// stops currently active play commands controlled by this emitter
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void
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stop( bool const Skipend = false );
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// adjusts parameters of provided implementation-side sound source
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void
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update( audio::openal_source &Source );
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// sets base volume of the emiter to specified value
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sound_source &
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gain( float const Gain );
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// returns current base volume of the emitter
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float
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gain() const;
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// sets base pitch of the emitter to specified value
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sound_source &
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pitch( float const Pitch );
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// owner setter/getter
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void
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owner( TDynamicObject const *Owner );
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TDynamicObject const *
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owner() const;
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// sound source offset setter/getter
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void
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offset( glm::vec3 const Offset );
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glm::vec3 const &
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offset() const;
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// sound source name setter/getter
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void
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name( std::string Name );
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std::string const &
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name() const;
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// playback starting point shift setter/getter
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void
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start( float const Offset );
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float const &
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start() const;
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// custom soundproofing setter/getter
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auto &
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soundproofing();
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auto const &
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soundproofing() const;
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// returns true if there isn't any sound buffer associated with the object, false otherwise
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bool
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empty() const;
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// returns true if the source is emitting any sound; by default doesn't take into account optional ending soudnds
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bool
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is_playing( bool const Includesoundends = false ) const;
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// returns true if the source uses sample table
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bool
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is_combined() const;
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// returns true if specified buffer is one of the optional bookends
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bool
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is_bookend( audio::buffer_handle const Buffer ) const;
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// returns true if the source has optional bookends
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bool
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has_bookends() const;
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// returns location of the sound source in simulation region space
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glm::dvec3 const
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location() const;
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// returns defined range of the sound
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void
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range( float const Range );
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float const
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range() const;
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// members
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float m_amplitudefactor { 1.f }; // helper, value potentially used by gain calculation
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float m_amplitudeoffset { 0.f }; // helper, value potentially used by gain calculation
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float m_frequencyfactor { 1.f }; // helper, value potentially used by pitch calculation
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float m_frequencyoffset { 0.f }; // helper, value potentially used by pitch calculation
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private:
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// types
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struct sound_data {
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audio::buffer_handle buffer;
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int playing; // number of currently active sample instances
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};
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struct chunk_data {
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int threshold; // nominal point of activation for the given chunk
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float fadein; // actual activation point for the given chunk
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float fadeout; // actual end point of activation range for the given chunk
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float pitch; // base pitch of the chunk
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};
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using soundchunk_pair = std::pair<sound_data, chunk_data>;
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using sound_handle = std::uint32_t;
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enum sound_id : std::uint32_t {
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begin,
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main,
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end,
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// 31 bits for index into relevant array, msb selects between the sample table and the basic array
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chunk = ( 1u << 31 )
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};
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// methods
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// imports member data pair from the provided data stream
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bool
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deserialize_mapping( cParser &Input );
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// imports values for initial, main and ending sounds from provided data stream
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void
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deserialize_soundset( cParser &Input );
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// issues contextual play commands for the audio renderer
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void
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play_basic();
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void
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play_combined();
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// calculates requested sound point, used to select specific sample from the sample table
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float
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compute_combined_point() const;
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void
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update_basic( audio::openal_source &Source );
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void
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update_combined( audio::openal_source &Source );
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void
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update_crossfade( sound_handle const Chunk );
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void
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update_counter( sound_handle const Sound, int const Value );
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void
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update_location();
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// potentially updates area-based gain factor of the source. returns: true if location has changed
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bool
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update_soundproofing();
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void
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insert( sound_handle const Sound );
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template <class Iterator_>
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void
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insert( Iterator_ First, Iterator_ Last ) {
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update_counter( *First, 1 );
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std::vector<audio::buffer_handle> buffers;
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uint32_sequence sounds;
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std::for_each(
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First, Last,
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[&]( sound_handle const &soundhandle ) {
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buffers.emplace_back( sound( soundhandle ).buffer );
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sounds.emplace_back( soundhandle ); } );
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audio::renderer.insert( std::begin( buffers ), std::end( buffers ), this, sounds ); }
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sound_data &
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sound( sound_handle const Sound );
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sound_data const &
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sound( sound_handle const Sound ) const;
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// members
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TDynamicObject const * m_owner { nullptr }; // optional, the vehicle carrying this sound source
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glm::vec3 m_offset; // relative position of the source, either from the owner or the region centre
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sound_placement m_placement;
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float m_range { 50.f }; // audible range of the emitted sounds
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std::string m_name;
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int m_flags {}; // requested playback parameters
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sound_properties m_properties; // current properties of the emitted sounds
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float m_pitchvariation {}; // emitter-specific shift for base pitch
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float m_startoffset {}; // emitter-specific shift for playback starting point
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bool m_stop { false }; // indicates active sample instances should be terminated
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/*
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bool m_stopend { false }; // indicates active instances of optional ending sound should be terminated
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*/
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bool m_playbeginning { true }; // indicates started sounds should be preceeded by opening bookend if there's one
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std::array<sound_data, 3> m_sounds { {} }; // basic sounds emitted by the source, main and optional bookends
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std::vector<soundchunk_pair> m_soundchunks; // table of samples activated when associated variable is within certain range
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bool m_soundchunksempty { true }; // helper, cached check whether sample table is linked with any actual samples
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int m_crossfaderange {}; // range of transition from one chunk to another
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std::optional< std::array<float, 6> > m_soundproofing; // custom soundproofing parameters
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};
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// owner setter/getter
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inline void sound_source::owner( TDynamicObject const *Owner ) { m_owner = Owner; }
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inline TDynamicObject const * sound_source::owner() const { return m_owner; }
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// sound source offset setter/getter
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inline void sound_source::offset( glm::vec3 const Offset ) { m_offset = Offset; }
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inline glm::vec3 const & sound_source::offset() const { return m_offset; }
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// sound source name setter/getter
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inline void sound_source::name( std::string Name ) { m_name = Name; }
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inline std::string const & sound_source::name() const { return m_name; }
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// playback starting point shift setter/getter
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inline void sound_source::start( float const Offset ) { m_startoffset = Offset; }
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inline float const & sound_source::start() const { return m_startoffset; }
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// custom soundproofing setter/getter
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inline auto & sound_source::soundproofing() { return m_soundproofing; }
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inline auto const & sound_source::soundproofing() const { return m_soundproofing; }
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// collection of sound sources present in the scene
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class sound_table : public basic_table<sound_source> {
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};
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