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https://github.com/ddnet/ddnet.git
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Merge pull request #9210 from Robyt3/Client-Mapsounds-Validation
Improve map sound validation and performance
This commit is contained in:
commit
fb7d8ab912
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@ -70,8 +70,14 @@ void CMapSounds::OnMapLoad()
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}
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}
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else
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else
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{
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{
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const int SoundDataSize = pMap->GetDataSize(pSound->m_SoundData);
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const void *pData = pMap->GetData(pSound->m_SoundData);
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const void *pData = pMap->GetData(pSound->m_SoundData);
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if(pData == nullptr)
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{
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log_error("mapsounds", "Failed to load map sound %d: failed to load data.", i);
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ShowWarning = true;
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continue;
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}
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const int SoundDataSize = pMap->GetDataSize(pSound->m_SoundData);
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m_aSounds[i] = Sound()->LoadOpusFromMem(pData, SoundDataSize);
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m_aSounds[i] = Sound()->LoadOpusFromMem(pData, SoundDataSize);
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pMap->UnloadData(pSound->m_SoundData);
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pMap->UnloadData(pSound->m_SoundData);
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}
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}
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@ -83,50 +89,42 @@ void CMapSounds::OnMapLoad()
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}
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}
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// enqueue sound sources
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// enqueue sound sources
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for(int g = 0; g < Layers()->NumGroups(); g++)
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for(int GroupIndex = 0; GroupIndex < Layers()->NumGroups(); GroupIndex++)
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{
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{
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CMapItemGroup *pGroup = Layers()->GetGroup(g);
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const CMapItemGroup *pGroup = Layers()->GetGroup(GroupIndex);
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if(!pGroup)
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if(!pGroup)
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continue;
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continue;
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for(int l = 0; l < pGroup->m_NumLayers; l++)
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for(int LayerIndex = 0; LayerIndex < pGroup->m_NumLayers; LayerIndex++)
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{
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{
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CMapItemLayer *pLayer = Layers()->GetLayer(pGroup->m_StartLayer + l);
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const CMapItemLayer *pLayer = Layers()->GetLayer(pGroup->m_StartLayer + LayerIndex);
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if(!pLayer)
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if(!pLayer)
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continue;
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continue;
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if(pLayer->m_Type != LAYERTYPE_SOUNDS)
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continue;
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if(pLayer->m_Type == LAYERTYPE_SOUNDS)
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const CMapItemLayerSounds *pSoundLayer = reinterpret_cast<const CMapItemLayerSounds *>(pLayer);
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{
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CMapItemLayerSounds *pSoundLayer = (CMapItemLayerSounds *)pLayer;
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if(pSoundLayer->m_Version < 1 || pSoundLayer->m_Version > CMapItemLayerSounds::CURRENT_VERSION)
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if(pSoundLayer->m_Version < 1 || pSoundLayer->m_Version > CMapItemLayerSounds::CURRENT_VERSION)
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continue;
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continue;
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if(pSoundLayer->m_Sound < 0 || pSoundLayer->m_Sound >= m_Count || m_aSounds[pSoundLayer->m_Sound] == -1)
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if(pSoundLayer->m_Sound == -1)
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continue;
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continue;
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CSoundSource *pSources = (CSoundSource *)Layers()->Map()->GetDataSwapped(pSoundLayer->m_Data);
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const CSoundSource *pSources = static_cast<CSoundSource *>(Layers()->Map()->GetDataSwapped(pSoundLayer->m_Data));
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if(!pSources)
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if(!pSources)
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continue;
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continue;
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for(int i = 0; i < pSoundLayer->m_NumSources; i++)
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const size_t NumSources = minimum<size_t>(pSoundLayer->m_NumSources, Layers()->Map()->GetDataSize(pSoundLayer->m_Data) / sizeof(CSoundSource));
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for(size_t SourceIndex = 0; SourceIndex < NumSources; SourceIndex++)
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{
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{
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CSourceQueueEntry Source;
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CSourceQueueEntry Source;
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Source.m_Sound = pSoundLayer->m_Sound;
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Source.m_Sound = pSoundLayer->m_Sound;
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Source.m_pSource = &pSources[i];
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Source.m_HighDetail = pLayer->m_Flags & LAYERFLAG_DETAIL;
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Source.m_HighDetail = pLayer->m_Flags & LAYERFLAG_DETAIL;
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Source.m_pGroup = pGroup;
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if(!Source.m_pSource || Source.m_Sound < 0 || Source.m_Sound >= m_Count)
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Source.m_pSource = &pSources[SourceIndex];
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continue;
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m_vSourceQueue.push_back(Source);
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m_vSourceQueue.push_back(Source);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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void CMapSounds::OnRender()
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void CMapSounds::OnRender()
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@ -190,66 +188,31 @@ void CMapSounds::OnRender()
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}
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}
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}
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}
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vec2 Center = m_pClient->m_Camera.m_Center;
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const vec2 Center = m_pClient->m_Camera.m_Center;
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for(int g = 0; g < Layers()->NumGroups(); g++)
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for(const auto &Source : m_vSourceQueue)
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{
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{
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CMapItemGroup *pGroup = Layers()->GetGroup(g);
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if(!Source.m_Voice.IsValid())
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if(!pGroup)
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continue;
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for(int l = 0; l < pGroup->m_NumLayers; l++)
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{
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CMapItemLayer *pLayer = Layers()->GetLayer(pGroup->m_StartLayer + l);
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if(!pLayer)
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continue;
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if(pLayer->m_Type == LAYERTYPE_SOUNDS)
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{
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CMapItemLayerSounds *pSoundLayer = (CMapItemLayerSounds *)pLayer;
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if(pSoundLayer->m_Version < 1 || pSoundLayer->m_Version > CMapItemLayerSounds::CURRENT_VERSION)
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continue;
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CSoundSource *pSources = (CSoundSource *)Layers()->Map()->GetDataSwapped(pSoundLayer->m_Data);
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if(!pSources)
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continue;
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for(int s = 0; s < pSoundLayer->m_NumSources; s++)
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{
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for(auto &Voice : m_vSourceQueue)
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{
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if(Voice.m_pSource != &pSources[s])
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continue;
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if(!Voice.m_Voice.IsValid())
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continue;
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continue;
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ColorRGBA Position = ColorRGBA(0.0f, 0.0f, 0.0f, 0.0f);
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ColorRGBA Position = ColorRGBA(0.0f, 0.0f, 0.0f, 0.0f);
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CMapLayers::EnvelopeEval(Voice.m_pSource->m_PosEnvOffset, Voice.m_pSource->m_PosEnv, Position, 2, &m_pClient->m_MapLayersBackground);
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CMapLayers::EnvelopeEval(Source.m_pSource->m_PosEnvOffset, Source.m_pSource->m_PosEnv, Position, 2, &m_pClient->m_MapLayersBackground);
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float x = fx2f(Voice.m_pSource->m_Position.x) + Position.r;
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float x = fx2f(Source.m_pSource->m_Position.x) + Position.r;
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float y = fx2f(Voice.m_pSource->m_Position.y) + Position.g;
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float y = fx2f(Source.m_pSource->m_Position.y) + Position.g;
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x += Center.x * (1.0f - pGroup->m_ParallaxX / 100.0f);
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x += Center.x * (1.0f - Source.m_pGroup->m_ParallaxX / 100.0f);
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y += Center.y * (1.0f - pGroup->m_ParallaxY / 100.0f);
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y += Center.y * (1.0f - Source.m_pGroup->m_ParallaxY / 100.0f);
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x -= pGroup->m_OffsetX;
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x -= Source.m_pGroup->m_OffsetX;
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y -= pGroup->m_OffsetY;
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y -= Source.m_pGroup->m_OffsetY;
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Sound()->SetVoicePosition(Voice.m_Voice, vec2(x, y));
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Sound()->SetVoicePosition(Source.m_Voice, vec2(x, y));
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ColorRGBA Volume = ColorRGBA(1.0f, 0.0f, 0.0f, 0.0f);
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ColorRGBA Volume = ColorRGBA(1.0f, 0.0f, 0.0f, 0.0f);
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CMapLayers::EnvelopeEval(Voice.m_pSource->m_SoundEnvOffset, Voice.m_pSource->m_SoundEnv, Volume, 1, &m_pClient->m_MapLayersBackground);
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CMapLayers::EnvelopeEval(Source.m_pSource->m_SoundEnvOffset, Source.m_pSource->m_SoundEnv, Volume, 1, &m_pClient->m_MapLayersBackground);
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if(Volume.r < 1.0f)
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if(Volume.r < 1.0f)
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{
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{
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Sound()->SetVoiceVolume(Voice.m_Voice, Volume.r);
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Sound()->SetVoiceVolume(Source.m_Voice, Volume.r);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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@ -1,32 +1,28 @@
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#ifndef GAME_CLIENT_COMPONENTS_MAPSOUNDS_H
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#ifndef GAME_CLIENT_COMPONENTS_MAPSOUNDS_H
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#define GAME_CLIENT_COMPONENTS_MAPSOUNDS_H
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#define GAME_CLIENT_COMPONENTS_MAPSOUNDS_H
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#include <vector>
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#include <engine/sound.h>
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#include <engine/sound.h>
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#include <game/client/component.h>
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#include <game/client/component.h>
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#include <game/mapitems.h>
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#include <game/mapitems.h>
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struct CSoundSource;
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#include <vector>
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class CMapSounds : public CComponent
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class CMapSounds : public CComponent
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{
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{
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int m_aSounds[MAX_MAPSOUNDS];
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int m_aSounds[MAX_MAPSOUNDS];
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int m_Count;
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int m_Count;
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struct CSourceQueueEntry
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class CSourceQueueEntry
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{
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{
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public:
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int m_Sound;
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int m_Sound;
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bool m_HighDetail;
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bool m_HighDetail;
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ISound::CVoiceHandle m_Voice;
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ISound::CVoiceHandle m_Voice;
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CSoundSource *m_pSource;
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const CMapItemGroup *m_pGroup;
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const CSoundSource *m_pSource;
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bool operator==(const CSourceQueueEntry &Other) const { return (m_Sound == Other.m_Sound) && (m_Voice == Other.m_Voice) && (m_pSource == Other.m_pSource); }
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};
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};
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std::vector<CSourceQueueEntry> m_vSourceQueue;
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std::vector<CSourceQueueEntry> m_vSourceQueue;
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void Clear();
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void Clear();
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public:
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public:
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