mirror of
https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
@@ -0,0 +1,500 @@
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWAudio *
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* *
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* $Archive:: /Commando/Code/WWAudio/SoundSceneObj.cpp $*
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* *
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* $Modtime:: 11/02/01 11:58a $*
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* *
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* $Revision:: 16 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "SoundSceneObj.h"
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#include "camera.h"
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#include "rendobj.h"
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#include "persistfactory.h"
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#include "SoundChunkIDs.h"
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#include "utils.h"
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//////////////////////////////////////////////////////////////////////////////////
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// Save/Load constants
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//////////////////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_VARIABLES = 0x03270459,
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CHUNKID_BASE_CLASS
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};
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enum
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{
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VARID_ATTACHED_OBJ = 0x01,
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VARID_ATTACHED_BONE,
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VARID_USER_DATA,
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VARID_USER_OBJ,
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VARID_ID
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};
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//////////////////////////////////////////////////////////////////////////////////
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// Static member initialization
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//////////////////////////////////////////////////////////////////////////////////
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DynamicVectorClass<SoundSceneObjClass *> SoundSceneObjClass::m_GlobalSoundList;
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uint32 SoundSceneObjClass::m_NextAvailableID = SOUND_OBJ_START_ID;
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CriticalSectionClass SoundSceneObjClass::m_IDListMutex;
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//////////////////////////////////////////////////////////////////////////////////
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// Mutex managment
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//////////////////////////////////////////////////////////////////////////////////
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/*
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class HandleMgrClass
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{
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public:
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HandleMgrClass (void) { SoundSceneObjClass::m_IDListMutex = ::CreateMutex (NULL, FALSE, NULL); }
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~HandleMgrClass (void) { ::CloseHandle (SoundSceneObjClass::m_IDListMutex); }
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};
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HandleMgrClass _GlobalMutexHandleMgr;
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*/
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// SoundSceneObjClass
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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SoundSceneObjClass::SoundSceneObjClass (void)
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: m_Scene (NULL),
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m_PhysWrapper (NULL),
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m_pCallback (NULL),
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m_AttachedObject (NULL),
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m_UserData (0),
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m_UserObj (NULL),
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m_ID (SOUND_OBJ_DEFAULT_ID),
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m_RegisteredEvents (AudioCallbackClass::EVENT_NONE)
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{
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m_ID = m_NextAvailableID ++;
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Register_Sound_Object (this);
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// SoundSceneObjClass
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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SoundSceneObjClass::SoundSceneObjClass (const SoundSceneObjClass &src)
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: m_Scene (NULL),
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m_PhysWrapper (NULL),
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m_pCallback (NULL),
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m_AttachedObject (NULL),
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m_UserData (0),
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m_UserObj (NULL),
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m_ID (SOUND_OBJ_DEFAULT_ID),
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m_RegisteredEvents (AudioCallbackClass::EVENT_NONE)
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{
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m_ID = m_NextAvailableID ++;
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(*this) = src;
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Register_Sound_Object (this);
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// ~SoundSceneObjClass
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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SoundSceneObjClass::~SoundSceneObjClass (void)
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{
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Register_Callback (AudioCallbackClass::EVENT_NONE, NULL);
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REF_PTR_RELEASE (m_UserObj);
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REF_PTR_RELEASE (m_AttachedObject);
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Unregister_Sound_Object (this);
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// operator=
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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const SoundSceneObjClass &
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SoundSceneObjClass::operator= (const SoundSceneObjClass &src)
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{
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m_Scene = src.m_Scene;
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m_pCallback = src.m_pCallback;
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m_RegisteredEvents = src.m_RegisteredEvents;
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Attach_To_Object (src.m_AttachedObject, src.m_AttachedBone);
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PersistClass::operator= ((const PersistClass &)src);
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return (*this);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Attach_To_Object
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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void
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SoundSceneObjClass::Attach_To_Object
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(
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RenderObjClass * render_obj,
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const char * bone_name
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)
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{
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REF_PTR_SET (m_AttachedObject, render_obj);
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if (m_AttachedObject != NULL && bone_name != NULL) {
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m_AttachedBone = m_AttachedObject->Get_Bone_Index (bone_name);
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} else {
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m_AttachedBone = -1;
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}
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return ;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Attach_To_Object
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//
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////////////////////////////////////////////////////////////////////////////////////////////////
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void
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SoundSceneObjClass::Attach_To_Object
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(
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RenderObjClass * render_obj,
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int bone_index
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)
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{
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if (m_AttachedObject != render_obj || m_AttachedBone != bone_index) {
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//
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// Record the attachment
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//
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REF_PTR_SET (m_AttachedObject, render_obj);
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m_AttachedBone = bone_index;
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//
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// Update the transform
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//
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Apply_Auto_Position ();
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Apply_Auto_Position
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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SoundSceneObjClass::Apply_Auto_Position (void)
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{
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// If the sound is attached to an object, then update its transform
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// based on this link.
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if (m_AttachedObject != NULL) {
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// Determine which transform to use
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Matrix3D transform (1);
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if (m_AttachedBone >= 0) {
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transform = m_AttachedObject->Get_Bone_Transform (m_AttachedBone);
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} else {
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transform = m_AttachedObject->Get_Transform ();
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//
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// Convert the camera's transform to an object transform
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//
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if (m_AttachedObject->Class_ID () == RenderObjClass::CLASSID_CAMERA) {
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Matrix3D cam_to_world (Vector3 (0, 0, -1), Vector3 (-1, 0, 0), Vector3 (0, 1, 0), Vector3 (0, 0, 0));
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transform = transform * cam_to_world;
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}
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}
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// Update the sound's transform
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Set_Transform (transform);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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SoundSceneObjClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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PersistClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WRITE_MICRO_CHUNK (csave, VARID_ATTACHED_OBJ, m_AttachedObject);
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WRITE_MICRO_CHUNK (csave, VARID_ATTACHED_BONE, m_AttachedBone);
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WRITE_MICRO_CHUNK (csave, VARID_USER_DATA, m_UserData);
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WRITE_MICRO_CHUNK (csave, VARID_USER_OBJ, m_UserObj);
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WRITE_MICRO_CHUNK (csave, VARID_ID, m_ID);
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csave.End_Chunk ();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Load
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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SoundSceneObjClass::Load (ChunkLoadClass &cload)
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{
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uint32 id = SOUND_OBJ_DEFAULT_ID;
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_BASE_CLASS:
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PersistClass::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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{
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//
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// Read all the variables from their micro-chunks
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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READ_MICRO_CHUNK (cload, VARID_ATTACHED_OBJ, m_AttachedObject);
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READ_MICRO_CHUNK (cload, VARID_ATTACHED_BONE, m_AttachedBone);
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READ_MICRO_CHUNK (cload, VARID_USER_DATA, m_UserData);
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READ_MICRO_CHUNK (cload, VARID_USER_OBJ, m_UserObj);
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READ_MICRO_CHUNK (cload, VARID_ID, id);
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}
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cload.Close_Micro_Chunk ();
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}
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}
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break;
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}
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cload.Close_Chunk ();
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}
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//
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// Set the ID (this will cause the sound object to
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// be re-inserted in the master sorted list)
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//
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if (id != SOUND_OBJ_DEFAULT_ID) {
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Set_ID (id);
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}
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//
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// Max sure the next available ID is the largest ID in existence
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//
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m_NextAvailableID = max (m_NextAvailableID, m_ID + 1);
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//
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// We need to 'swizzle' the attached object pointer. We saved the pointer's
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// value, and need to map it (hopefully) to the new value.
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//
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if (m_AttachedObject != NULL) {
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SaveLoadSystemClass::Request_Ref_Counted_Pointer_Remap ((RefCountClass **)&m_AttachedObject);
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// On_Frame_Update
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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SoundSceneObjClass::On_Frame_Update (unsigned int /*milliseconds*/)
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{
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Apply_Auto_Position ();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Set_ID
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//
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//////////////////////////////////////////////////////////////////////////////////
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void
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SoundSceneObjClass::Set_ID (uint32 id)
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{
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//
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// Remove the sound object from our sorted list
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//
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Unregister_Sound_Object (this);
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//
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// Change the sound object's ID
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//
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m_ID = id;
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//
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// Reinsert the sound object in our sorted list
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//
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Register_Sound_Object (this);
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Register_Sound_Object
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//
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//////////////////////////////////////////////////////////////////////////////////
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void
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SoundSceneObjClass::Register_Sound_Object (SoundSceneObjClass *sound_obj)
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{
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int sound_id = sound_obj->Get_ID ();
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CriticalSectionClass::LockClass lock(m_IDListMutex);
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//
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// Special case a non-ID
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//
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if (sound_id == SOUND_OBJ_DEFAULT_ID) {
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m_GlobalSoundList.Insert (0, sound_obj);
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} else {
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//
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// Check to ensure the object isn't already in the list
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//
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int index = 0;
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if (Find_Sound_Object (sound_id, &index) == false) {
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//
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// Insert the object into the list
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//
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m_GlobalSoundList.Insert (index, sound_obj);
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}
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Unregister_Sound_Object
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//
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//////////////////////////////////////////////////////////////////////////////////
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void
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SoundSceneObjClass::Unregister_Sound_Object (SoundSceneObjClass *sound_obj)
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{
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CriticalSectionClass::LockClass lock(m_IDListMutex);
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//
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// Try to find the object in the list
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//
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int index = 0;
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if (Find_Sound_Object (sound_obj->Get_ID (), &index)) {
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//
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// Remove the object from the list
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//
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m_GlobalSoundList.Delete (index);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Find_Sound_Object
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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SoundSceneObjClass::Find_Sound_Object (uint32 id_to_find, int *index)
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{
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CriticalSectionClass::LockClass lock(m_IDListMutex);
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bool found = false;
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(*index) = 0;
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int min_index = 0;
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int max_index = m_GlobalSoundList.Count () - 1;
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//
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// Keep looping until we've closed the window of possiblity
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//
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bool keep_going = (max_index >= min_index);
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while (keep_going) {
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//
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// Calculate what slot we are currently looking at
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//
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int curr_index = min_index + ((max_index - min_index) / 2);
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uint32 curr_id = m_GlobalSoundList[curr_index]->Get_ID ();
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//
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// Did we find the right slot?
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//
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if (id_to_find == curr_id) {
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(*index) = curr_index;
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keep_going = false;
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found = true;
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} else {
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//
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// Stop if we've narrowed the window to one entry
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//
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keep_going = (max_index > min_index);
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//
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// Move the window to the appropriate side
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// of the test index.
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//
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if (id_to_find < curr_id) {
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max_index = curr_index - 1;
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(*index) = curr_index;
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} else {
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min_index = curr_index + 1;
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(*index) = curr_index + 1;
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}
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}
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}
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return found;
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}
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