Files
DarkflameServer/dGame/dComponents/Sound/SoundTriggerComponent.h
Aaron Kimbrell 9a464ac35f refactor(component): group the component files by the client's families
Physics/, Activity/ (activity, scripted activity, shooting gallery,
quickbuild, minigame control, racing control base, racing control, gate rush),
Vendor/, Character/ (what the client makes with a character, plus ghost,
minifig and mission), Sound/ and Property/; the rest stays where it was.
File moves only; DLU_COMPONENT_INCLUDE_DIRS gives every target the folders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 15:37:45 -05:00

80 lines
1.8 KiB
C++

#pragma once
#include "dCommonVars.h"
#include "Entity.h"
#include "GUID.h"
#include "Component.h"
#include "eReplicaComponentType.h"
struct MusicCue {
std::string name;
uint32_t result;
float boredomTime;
MusicCue(std::string name, float boredomTime = -1.0, uint32_t result = 1){
this->name = name;
this->result = result;
this->boredomTime = boredomTime;
};
void Serialize(RakNet::BitStream& outBitStream);
};
struct MusicParameter {
std::string name;
float value;
MusicParameter(std::string name, float value = 0.0){
this->name = name;
this->value = value;
}
void Serialize(RakNet::BitStream& outBitStream);
};
struct GUIDResults{
GUID guid;
uint32_t result;
GUIDResults(std::string guidString, uint32_t result = 1){
this->guid = GUID(guidString);
this->result = result;
}
void Serialize(RakNet::BitStream& outBitStream);
};
struct MixerProgram {
std::string name;
uint32_t result;
MixerProgram(std::string name, uint32_t result = 0){
this->name = name;
this->result = result;
}
void Serialize(RakNet::BitStream& outBitStream);
};
class SoundTriggerComponent : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SOUND_TRIGGER;
explicit SoundTriggerComponent(Entity* parent, const int32_t componentID);
void LoadConfigData() override;
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
void ActivateMusicCue(const std::string& name, float bordemTime = -1.0);
void DeactivateMusicCue(const std::string& name);
private:
std::vector<MusicCue> m_MusicCues;
std::vector<MusicParameter> m_MusicParameters;
std::vector<GUIDResults> m_2DAmbientSounds;
std::vector<GUIDResults> m_3DAmbientSounds;
std::vector<MixerProgram> m_MixerPrograms;
bool m_Dirty = false;
};