/* * Descent 3 * Copyright (C) 2024 Parallax Software * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . --- HISTORICAL COMMENTS FOLLOW --- * $Source: $ * $Revision: 3 $ * $Author: Samir $ * $Date: 8/11/99 3:12p $ * * Sound renderer system * * $Log: /DescentIII/Main/sndlib/sndrender.h $ * * 3 8/11/99 3:12p Samir * fixes for aureal support. * * 2 4/01/99 4:28p Samir * hardware geometry integration if it's available. * * 1 3/28/99 3:25p Samir * */ #ifndef SNDRENDER_H #define SNDRENDER_H #define SOUND_RENDER_RADIUS 120.0f #define SOUND_RENDER_ROOM_LIMIT 16 // resets sound geometry system (called beginning of each level) void SoundRenderReset(); // if this fails, renderer won't work, do emulation. bool sound_render_start_frame(); // ends sound rendering void sound_render_end_frame(); // render all rooms within a certain radius from player // the radius is actually scaled according to orientation. radius is maximum radius, really, which is forward // minimum radius will be rear view. // returns list of rooms rendered (-1 = end of list!) int16_t *sound_render_audible_rooms(pos_state *listener_pos, float max_radius = SOUND_RENDER_RADIUS); // render one room's geometry void sound_render_room_geometry(int roomnum, int slot); // check if a room exists in room list. inline bool sound_render_room_in_list(int16_t room, int16_t *list) { int8_t idx = 0; while (list[idx] != -1) { if (room == list[idx]) { return true; } idx++; } return false; } #endif