68 double m_frequencyFactor;
[AI] Implements 3D positional sound logic for LEGO Island using DirectSound 3D buffers.
void Reset()
[AI] Releases any in-world/actor/ROI associations and resets member pointers.
MxS32 SetDistance(MxS32 p_min, MxS32 p_max)
[AI] Sets the minimum and maximum 3D sound effective distances if 3D sound is enabled.
MxU32 UpdatePosition(LPDIRECTSOUNDBUFFER p_directSoundBuffer)
[AI] Recalculates and updates the sound position on the underlying DirectSound 3D buffer or the volum...
void FUN_10011a60(LPDIRECTSOUNDBUFFER p_directSoundBuffer, const char *p_name)
[AI] Associates a new in-world object to this sound, updating its 3D position tracking and (if applic...
virtual ~Lego3DSound()
[AI] Destroys the Lego3DSound object and releases associated DirectSound buffers and object reference...
void Destroy()
[AI] Cleans up and releases all resources (DirectSound 3D buffer, associated object references).
Lego3DSound()
[AI] Constructs a new Lego3DSound instance and initializes all members to safe default values....
MxResult Create(LPDIRECTSOUNDBUFFER p_directSoundBuffer, const char *p_name, MxS32 p_volume)
[AI] Initializes 3D sound for a given DirectSound buffer and associates it with a named game object.
void Init()
[AI] Initializes internal fields to their defaults. Used by constructor and destroy logic....
[AI] Represents an actor (character) entity in the LEGO Island 3D world, providing specific actor log...
[AI] Represents a Real-time Object Instance enriched with LEGO-specific functionality.
typedef DWORD(FAR PASCAL *LPCLIPPERCALLBACK)(LPDIRECTDRAWCLIPPER lpDDClipper
struct IDirectSoundBuffer * LPDIRECTSOUNDBUFFER
struct IDirectSound3DBuffer * LPDIRECTSOUND3DBUFFER