deargui-vpl/ref/virtools/Samples/Behaviors/Sound/behaviors src/PlaySoundInstance.cpp

113 lines
3.6 KiB
C++

/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
//
// PlaySoundInstance
//
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
#include "CKALL.h"
CKERROR CreatePlaySoundInstanceBehaviorProto(CKBehaviorPrototype **pproto);
int DoPlaySoundInstance(const CKBehaviorContext& behcontext);
CKObjectDeclaration *FillBehaviorPlaySoundInstanceDecl()
{
CKObjectDeclaration *od = CreateCKObjectDeclaration("Play Sound Instance");
od->SetDescription("Plays the totality of a sound once, optionally attaching it to an object.");
/* rem:
<SPAN CLASS=in>In : </SPAN>triggers the process.<BR>
<SPAN CLASS=out>Out: </SPAN>is activated when the process is completed.<BR>
<BR>
<SPAN CLASS=pin>2D: </SPAN>is the sound is to be played in 2D. If so, the subsequent input will be of no use.<BR>
<SPAN CLASS=pin>Object: </SPAN>object to which the sound is to be attached.<BR>
<SPAN CLASS=pin>Position: </SPAN>position of the sound, in the referential of the attached object, or in the world.<BR>
<SPAN CLASS=pin>Direction: </SPAN>Not Yet Implemented.<BR>
<SPAN CLASS=pin>Min Delay(ms): </SPAN>Minimum delay between twice the same sound.<BR>
<SPAN CLASS=pin>Volume: </SPAN>Controls the volume. 100% means full volume.<BR>
<BR>
This behavior allows a new instance of the same sound to be played whilst the original
sound is still playing, making the two sounds overlap.<BR>
This building block is typically used for repeated sounds, such as an echo or gun shots.<BR>
*/
/* warning:
The sound to be played must not be streamed.<BR>
*/
od->SetCategory("Sounds/Basic");
od->SetType(CKDLL_BEHAVIORPROTOTYPE);
od->SetGuid(CKGUID(0x283a35,0x38ef6b48));
od->SetAuthorGuid(VIRTOOLS_GUID);
od->SetAuthorName("Virtools");
od->SetVersion(0x00010000);
od->SetCreationFunction(CreatePlaySoundInstanceBehaviorProto);
od->SetCompatibleClassId(CKCID_WAVESOUND);
od->NeedManager(SOUND_MANAGER_GUID);
return od;
}
CKERROR CreatePlaySoundInstanceBehaviorProto(CKBehaviorPrototype **pproto)
{
CKBehaviorPrototype *proto = CreateCKBehaviorPrototype("Play Sound Instance");
if(!proto) return CKERR_OUTOFMEMORY;
proto->DeclareInput("In");
proto->DeclareOutput("Out");
proto->DeclareInParameter("2D",CKPGUID_BOOL,"FALSE");
proto->DeclareInParameter("Object",CKPGUID_3DENTITY);
proto->DeclareInParameter("Position",CKPGUID_VECTOR,"0,0,0");
proto->DeclareInParameter("Direction",CKPGUID_VECTOR,"0,0,1");
proto->DeclareInParameter("Min Delay",CKPGUID_FLOAT,"0");
proto->DeclareInParameter("Volume",CKPGUID_FLOAT,"1");
proto->SetFlags(CK_BEHAVIORPROTOTYPE_NORMAL);
proto->SetFunction(DoPlaySoundInstance);
proto->SetBehaviorFlags(CKBEHAVIOR_TARGETABLE);
*pproto = proto;
return CK_OK;
}
int DoPlaySoundInstance(const CKBehaviorContext& behcontext)
{
CKBehavior* beh = behcontext.Behavior;
beh->ActivateInput(0,FALSE);
beh->ActivateOutput(0);
CKWaveSound* wave=(CKWaveSound*)beh->GetTarget();
if( !wave) return CKBR_OK;
BOOL mode = FALSE;
beh->GetInputParameterValue(0,&mode);
// get object to attach sound to
CK3dEntity* object = (CK3dEntity*)beh->GetInputParameterObject(1);
// Position
VxVector pos(0,0,0);
beh->GetInputParameterValue(2,&pos);
// Direction (Not Yet Implemented)
VxVector dir(0,0,1);
beh->GetInputParameterValue(3,&dir);
// Minimum Delay between twice the same sound
float minDelay = 0.0f;
beh->GetInputParameterValue(4, &minDelay);
// get volume
float gain = 1.0f;
beh->GetInputParameterValue(5, &gain);
//--- Play Sound Instance
CKSOUNDHANDLE shnd = wave->PlayMinion( mode, object, &pos, &dir, minDelay, gain);
return CKBR_OK;
}