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https://github.com/zeldaret/ss
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64 lines
1.8 KiB
C++
64 lines
1.8 KiB
C++
#ifndef D_SND_SOURCE_GROUP_H
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#define D_SND_SOURCE_GROUP_H
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#include "common.h"
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#include "d/snd/d_snd_misc.h"
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#include "nw4r/ut/ut_list.h"
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#include "sized_string.h"
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class dSoundSource_c;
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/**
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* All similar dSoundSource_c's are put in a group. The game can then find the closest
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* source for a given type by name/id, for example for changing things about the music
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* depending on proximity to a certain object or enemy.
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*
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* Through its dSndSourceParam, it can also "send" parameters to all dSnd3DActors
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* corresponding to these sound sources.
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*
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* Size: 0x70
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*/
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class dSndSourceGroup_c {
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public:
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dSndSourceGroup_c();
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dSndSourceGroup_c(s32 sourceType, const char*, u32, s32 mSubtype);
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~dSndSourceGroup_c();
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void registerSource(dSoundSource_c *);
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void unregisterSource(dSoundSource_c *);
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dSndSourceParam* getAmbientParam() {
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return &mParam;
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}
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dSoundSource_c *getSourceClosestToListener();
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dSoundSource_c *getSourceClosestToPlayer();
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s32 getNumSources() const;
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void set(s32 type, const char *name);
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void calc();
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private:
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bool setParamFromName(const char *name);
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void resetSoundSourceParam();
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void clearList();
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/* 0x00 */ nw4r::ut::Node mNode1;
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/* 0x08 */ nw4r::ut::Node mNode2;
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/* 0x10 */ UNKWORD field_0x10;
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/* 0x14 */ s32 mSourceCategory;
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/* 0x18 */ s32 mSubtype;
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/* 0x1C */ u8 field_0x1C;
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/* 0x1D */ u8 field_0x1D;
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/* 0x1E */ SizedString<32> mName;
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/* 0x40 */ UNKWORD field_0x40;
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/* 0x44 */ nw4r::ut::List mSourceList;
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/* 0x50 */ dSndSourceParam mParam;
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/* 0x64 */ dSoundSource_c *mpCachedClosestSourceToListener;
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/* 0x68 */ dSoundSource_c *mpCachedClosestSourceToPlayer;
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/* 0x6C */ bool mCalculatedClosestToListener;
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/* 0x6D */ bool mCalculatedClosestToPlayer;
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};
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#endif
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