#ifndef _CRUMBLEVOICE #define _CRUMBLEVOICE #include "types.h" #include "rstl/reserved_vector.hpp" #include "rstl/vector.hpp" enum ERumbleFxId { kRFX_Zero = 0, kRFX_One = 1, kRFX_CameraShake = 6, kRFX_EscapeSequenceShake = 7, kRFX_PlayerBump = 11, kRFX_PlayerGunCharge = 12, kRFX_PlayerMissileFire = 13, kRFX_PlayerGrappleFire = 14, kRFX_PlayerLand = 15, kRFX_PlayerGrappleSwoosh = 17, kRFX_IntroBossProjectile = 19, kRFX_Twenty = 20, kRFX_TwentyOne = 21, kRFX_TwentyTwo = 22, kRFX_TwentyThree = 23 }; enum ERumblePriority { kRP_None = 0, kRP_One = 1, kRP_Two = 2, kRP_Three = 3, }; struct SAdsrData { SAdsrData(); SAdsrData(float attackGain, float autoReleaseDur, float attackDur, float decayDur, float sustainGain, float releaseDur, bool hasSustain, bool autoRelease); float x0_attackGain; float x4_autoReleaseDur; float x8_attackDur; float xc_decayDur; float x10_sustainGain; float x14_releaseDur; bool x18_24_hasSustain : 1; bool x18_25_autoRelease : 1; }; struct SAdsrDelta { enum EPhase { kP_Stop, kP_PrePulse, kP_Attack, kP_Decay, kP_Sustain, kP_Release, }; SAdsrDelta(EPhase phase, ERumblePriority priority); SAdsrDelta(EPhase phase); static SAdsrDelta Stopped(); static SAdsrDelta Start(ERumblePriority priority, bool prePulse); float x0_curIntensity; float x4_attackTime; float x8_decayTime; float xc_releaseTime; float x10_autoReleaseTime; float x14_attackIntensity; float x18_sustainIntensity; ERumblePriority x1c_priority; EPhase x20_phase; }; class CRumbleVoice { private: rstl::vector< SAdsrData > x0_datas; rstl::vector< SAdsrDelta > x10_deltas; rstl::reserved_vector< ushort, 4 > x20_handleIds; ushort x2c_usedChannels; uchar x2e_lastId; CRumbleVoice(); short Activate(const SAdsrData& data, ushort idx, float gain, ERumblePriority prio); void Deactivate(short id, bool b1); void HardReset(); bool UpdateChannel(SAdsrDelta& delta, const SAdsrData& data, float dt); bool Update(float dt); uint GetFreeChannel() const; float GetIntensity() const; bool OwnsSustained(short id) const; short CreateRumbleHandle(ushort idx); }; #endif // _CRUMBLEVOICE