Add miami source
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103
miami/audio/AudioScriptObject.cpp
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103
miami/audio/AudioScriptObject.cpp
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#include "common.h"
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#include "AudioScriptObject.h"
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#include "Pools.h"
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#include "DMAudio.h"
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#include "SaveBuf.h"
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cAudioScriptObject::cAudioScriptObject()
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{
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Reset();
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};
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cAudioScriptObject::~cAudioScriptObject()
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{
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Reset();
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};
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void
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cAudioScriptObject::Reset()
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{
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AudioId = SCRIPT_SOUND_INVALID;
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Posn = CVector(0.0f, 0.0f, 0.0f);
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AudioEntity = AEHANDLE_NONE;
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}
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void *
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cAudioScriptObject::operator new(size_t sz) throw()
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{
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return CPools::GetAudioScriptObjectPool()->New();
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}
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void *
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cAudioScriptObject::operator new(size_t sz, int handle) throw()
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{
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return CPools::GetAudioScriptObjectPool()->New(handle);
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}
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void
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cAudioScriptObject::operator delete(void *p, size_t sz) throw()
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{
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CPools::GetAudioScriptObjectPool()->Delete((cAudioScriptObject *)p);
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}
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void
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cAudioScriptObject::operator delete(void *p, int handle) throw()
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{
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CPools::GetAudioScriptObjectPool()->Delete((cAudioScriptObject *)p);
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}
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void
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cAudioScriptObject::LoadAllAudioScriptObjects(uint8 *buf, uint32 size)
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{
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INITSAVEBUF
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CheckSaveHeader(buf, 'A', 'U', 'D', '\0', size - SAVE_HEADER_SIZE);
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int32 pool_size;
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ReadSaveBuf(&pool_size, buf);
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for (int32 i = 0; i < pool_size; i++) {
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int32 handle;
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ReadSaveBuf(&handle, buf);
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cAudioScriptObject *p = new(handle) cAudioScriptObject;
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assert(p != nil);
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ReadSaveBuf(p, buf);
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p->AudioEntity = DMAudio.CreateLoopingScriptObject(p);
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}
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VALIDATESAVEBUF(size);
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}
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void
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cAudioScriptObject::SaveAllAudioScriptObjects(uint8 *buf, uint32 *size)
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{
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INITSAVEBUF
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int32 pool_size = CPools::GetAudioScriptObjectPool()->GetNoOfUsedSpaces();
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*size = SAVE_HEADER_SIZE + sizeof(int32) + pool_size * (sizeof(cAudioScriptObject) + sizeof(int32));
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WriteSaveHeader(buf, 'A', 'U', 'D', '\0', *size - SAVE_HEADER_SIZE);
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WriteSaveBuf(buf, pool_size);
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int32 i = CPools::GetAudioScriptObjectPool()->GetSize();
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while (i--) {
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cAudioScriptObject *p = CPools::GetAudioScriptObjectPool()->GetSlot(i);
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if (p != nil) {
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WriteSaveBuf(buf, CPools::GetAudioScriptObjectPool()->GetIndex(p));
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WriteSaveBuf(buf, *p);
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}
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}
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VALIDATESAVEBUF(*size);
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}
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void
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PlayOneShotScriptObject(uint8 id, CVector const &pos)
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{
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if (!DMAudio.IsAudioInitialised()) return;
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cAudioScriptObject *audioScriptObject = new cAudioScriptObject();
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audioScriptObject->Posn = pos;
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audioScriptObject->AudioId = id;
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audioScriptObject->AudioEntity = AEHANDLE_NONE;
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DMAudio.CreateOneShotScriptObject(audioScriptObject);
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}
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