#ifndef D_SND_DISTANT_SOUND_ACTOR_POOL_H #define D_SND_DISTANT_SOUND_ACTOR_POOL_H #include "common.h" #include "d/snd/d_snd_distant_sound_actor.h" #include "d/snd/d_snd_misc.h" #include "d/snd/d_snd_types.h" #include "d/snd/d_snd_util.h" #include "nw4r/math/math_types.h" #include "nw4r/ut/ut_list.h" SND_DISPOSER_FORWARD_DECL(dSndDistantSoundActorPool_c); /** * A pool for distant sounds actors. Sound sources will borrow * actors from this pool when they want to play a sound * at a specific position. The finisher target sound will * also play using this pool. */ class dSndDistantSoundActorPool_c { SND_DISPOSER_MEMBERS(dSndDistantSoundActorPool_c); static const s32 POOL_SIZE = 64; public: dSndDistantSoundActorPool_c(); static dSndSourceParam &getSourceParam() { return sParam; } void setup(); void calc(); void onChangeStage(); dSndDistantSoundActor_c *acquireActor(u32 soundId, const nw4r::math::VEC3 *position, dSoundSource_c *source); dSndDistantSoundActor_c *findActiveActor(u32 soundId, dSoundSource_c *source); bool startSound(u32 soundId, const nw4r::math::VEC3 *position); bool holdSound(u32 soundId, const nw4r::math::VEC3 *position); void setAllPause(bool flag, s32 fadeFrames); void disableAll(); void enableAll(); private: void addToActiveList(dSndDistantSoundActor_c *actor, u32 id); void removeFromActiveList(dSndDistantSoundActor_c *actor); /* 0x0010 */ dSndDistantSoundActor_c mSounds[POOL_SIZE]; /* 0x4210 */ UNKWORD field_0x4210; /* 0x4214 */ nw4r::ut::List mActiveActors; static dSndSourceParam sParam; }; #endif