#ifndef CRUMBLEVOICE_HPP #define CRUMBLEVOICE_HPP #include "RetroTypes.hpp" namespace urde { enum class ERumbleFxId { CameraShake = 6, EscapeSequenceShake = 7, PlayerBump = 11, PlayerGunCharge = 12, PlayerMissileFire = 13, PlayerGrappleFire = 14, PlayerLand = 15, PlayerGrappleSwoosh = 17 }; enum class ERumblePriority { None = 0, One = 1, Two = 2, Three = 3 }; struct SAdsrData { float x0_attackGain = 0.f; float x4_autoReleaseDur = 0.f; float x8_attackDur = 0.f; float xc_decayDur = 0.f; float x10_sustainGain = 0.f; float x14_releaseDur = 0.f; union { struct { bool x18_24_hasSustain : 1; bool x18_25_autoRelease : 1; }; u8 dummy = 0; }; SAdsrData() = default; SAdsrData(float attackGain, float autoReleaseDur, float attackDur, float decayDur, float sustainGain, float releaseDur, bool hasSustain, bool autoRelease) : x0_attackGain(attackGain), x4_autoReleaseDur(autoReleaseDur), x8_attackDur(attackDur), xc_decayDur(decayDur), x10_sustainGain(sustainGain), x14_releaseDur(releaseDur) { x18_24_hasSustain = hasSustain; x18_25_autoRelease = autoRelease; } }; struct SAdsrDelta { enum class EPhase { Stop, PrePulse, Attack, Decay, Sustain, Release }; float x0_curIntensity = 0.f; float x4_attackTime = 0.f; float x8_decayTime = 0.f; float xc_releaseTime = 0.f; float x10_autoReleaseTime = 0.f; float x14_attackIntensity; float x18_sustainIntensity; ERumblePriority x1c_priority; EPhase x20_phase; SAdsrDelta(EPhase phase, ERumblePriority priority) : x0_curIntensity(phase == EPhase::PrePulse ? 2.f : 0.f), x1c_priority(priority), x20_phase(phase) {} SAdsrDelta(EPhase phase) : x1c_priority(ERumblePriority::None), x20_phase(phase) {} static SAdsrDelta Stopped() { return SAdsrDelta(EPhase::Stop); } static SAdsrDelta Start(ERumblePriority priority, bool prePulse) { return SAdsrDelta(prePulse ? EPhase::PrePulse : EPhase::Attack, priority); } }; class CRumbleVoice { std::vector x0_datas; std::vector x10_deltas; rstl::reserved_vector x20_handleIds; s16 x2c_usedChannels = 0; u8 x2e_lastId = 0; bool UpdateChannel(SAdsrDelta& delta, const SAdsrData& data, float dt); public: CRumbleVoice(); s16 CreateRumbleHandle(s16 idx); bool OwnsSustained(s16 id) const; s16 GetFreeChannel() const; float GetIntensity() const; bool Update(float dt); void HardReset(); s16 Activate(const SAdsrData& data, s16 idx, float gain, ERumblePriority prio); void Deactivate(s16 id, bool b1); ERumblePriority GetPriority(s16 idx) const { return x10_deltas[idx].x1c_priority; } }; } #endif // CRUMBLEVOICE_HPP