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

94 lines
2.9 KiB
C++

/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
//
// PositionSound
//
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
#include "CKALL.h"
CKERROR CreatePositionSoundBehaviorProto(CKBehaviorPrototype **pproto);
int DoPositionSound(const CKBehaviorContext& behcontext);
CKObjectDeclaration *FillBehaviorPositionSoundDecl()
{
CKObjectDeclaration *od = CreateCKObjectDeclaration("Position Sound");
od->SetDescription("Attaches a sound 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>Object: </SPAN>object to which the sound will be attached (NULL = world).<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>direction of the sound, in the referential of the attached object, or in the world.<BR>
<SPAN CLASS=pin>Relative To Listener: </SPAN>specify if you want the sound to be positionned relative to the listener (when the listener will move the sound will move with it).<BR>
<BR>
If the object is different from NULL, the sound will follow it.<BR>
<BR>
*/
od->SetCategory("Sounds/3D Properties");
od->SetType(CKDLL_BEHAVIORPROTOTYPE);
od->SetGuid(CKGUID(0x4ba42a5b,0x3ca030dd));
od->SetAuthorGuid(VIRTOOLS_GUID);
od->SetAuthorName("Virtools");
od->SetVersion(0x00010000);
od->SetCreationFunction(CreatePositionSoundBehaviorProto);
od->SetCompatibleClassId(CKCID_WAVESOUND);
od->NeedManager(SOUND_MANAGER_GUID);
return od;
}
CKERROR CreatePositionSoundBehaviorProto(CKBehaviorPrototype **pproto)
{
CKBehaviorPrototype *proto = CreateCKBehaviorPrototype("Position Sound");
if(!proto) return CKERR_OUTOFMEMORY;
proto->DeclareInput("In");
proto->DeclareOutput("Out");
proto->DeclareInParameter("Object",CKPGUID_3DENTITY);
proto->DeclareInParameter("Position",CKPGUID_VECTOR,"0,0,0");
proto->DeclareInParameter("Direction",CKPGUID_VECTOR,"0,0,1");
// proto->DeclareInParameter("Relative To Listener",CKPGUID_BOOL,"FALSE");
proto->SetFlags(CK_BEHAVIORPROTOTYPE_NORMAL);
proto->SetFunction(DoPositionSound);
proto->SetBehaviorFlags(CKBEHAVIOR_TARGETABLE);
*pproto = proto;
return CK_OK;
}
int DoPositionSound(const CKBehaviorContext& behcontext)
{
CKBehavior* beh = behcontext.Behavior;
beh->ActivateInput(0,FALSE);
beh->ActivateOutput(0);
CKWaveSound* wave=(CKWaveSound*)beh->GetTarget();
if( !wave) return CKBR_OK;
CK3dEntity* object = (CK3dEntity*)beh->GetInputParameterObject(0);
VxVector pos(0,0,0),dir(0,0,1);
// Position
beh->GetInputParameterValue(1,&pos);
// Orientation
beh->GetInputParameterValue(2,&dir);
// The core
wave->PositionSound(object,&pos,&dir);
/*
BOOL headr = FALSE;
beh->GetInputParameterValue(3,&headr);
wave->SetHeadRelative(headr);
*/
return CKBR_OK;
}