277 lines
11 KiB
C++
277 lines
11 KiB
C++
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef ISOUNDEMITTERSYSTEMBASE_H
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#define ISOUNDEMITTERSYSTEMBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/utldict.h"
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#include "soundflags.h"
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#include "mathlib/compressed_vector.h"
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#include "appframework/IAppSystem.h"
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#include "tier3/tier3.h"
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#define SOUNDGENDER_MACRO "$gender"
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#define SOUNDGENDER_MACRO_LENGTH 7 // Length of above including $
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class KeyValues;
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typedef short HSOUNDSCRIPTHANDLE;
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#define SOUNDEMITTER_INVALID_HANDLE (HSOUNDSCRIPTHANDLE)-1
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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struct CSoundParameters
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{
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CSoundParameters()
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{
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channel = CHAN_AUTO; // 0
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volume = VOL_NORM; // 1.0f
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pitch = PITCH_NORM; // 100
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pitchlow = PITCH_NORM;
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pitchhigh = PITCH_NORM;
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soundlevel = SNDLVL_NORM; // 75dB
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soundname[ 0 ] = 0;
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play_to_owner_only = false;
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count = 0;
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delay_msec = 0;
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}
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int channel;
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float volume;
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int pitch;
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int pitchlow, pitchhigh;
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soundlevel_t soundlevel;
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// For weapon sounds...
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bool play_to_owner_only;
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int count;
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char soundname[ 128 ];
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int delay_msec;
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};
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// A bit of a hack, but these are just utility function which are implemented in the SouneParametersInternal.cpp file which all users of this lib also compile
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const char *SoundLevelToString( soundlevel_t level );
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const char *ChannelToString( int channel );
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const char *VolumeToString( float volume );
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const char *PitchToString( float pitch );
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soundlevel_t TextToSoundLevel( const char *key );
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int TextToChannel( const char *name );
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enum gender_t
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{
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GENDER_NONE = 0,
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GENDER_MALE,
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GENDER_FEMALE,
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};
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#pragma pack(1)
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struct SoundFile
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{
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SoundFile()
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{
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symbol = UTL_INVAL_SYMBOL;
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gender = GENDER_NONE;
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available = true;
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COMPILE_TIME_ASSERT( sizeof(SoundFile) == 4 );
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}
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CUtlSymbol symbol;
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byte gender;
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byte available;
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};
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#pragma pack()
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#pragma pack(1)
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template<typename T>
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struct sound_interval_t
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{
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T start;
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T range;
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interval_t &ToInterval( interval_t &dest ) const { dest.start = start; dest.range = range; return dest; }
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void FromInterval( const interval_t &from ) { start = from.start; range = from.range; }
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float Random() const { return RandomFloat( start, start+range ); }
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};
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#pragma pack()
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typedef sound_interval_t<float16_with_assign> volume_interval_t;
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typedef sound_interval_t<uint16> soundlevel_interval_t;
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typedef sound_interval_t<uint8> pitch_interval_t;
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#pragma pack(1)
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struct CSoundParametersInternal
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{
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CSoundParametersInternal();
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~CSoundParametersInternal();
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void CopyFrom( const CSoundParametersInternal& src );
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bool operator == ( const CSoundParametersInternal& other ) const;
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const char *VolumeToString( void ) const;
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const char *ChannelToString( void ) const;
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const char *SoundLevelToString( void ) const;
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const char *PitchToString( void ) const;
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void VolumeFromString( const char *sz );
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void ChannelFromString( const char *sz );
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void PitchFromString( const char *sz );
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void SoundLevelFromString( const char *sz );
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int GetChannel() const { return channel; }
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const volume_interval_t &GetVolume() const { return volume; }
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const pitch_interval_t &GetPitch() const { return pitch; }
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const soundlevel_interval_t &GetSoundLevel() const { return soundlevel; }
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int GetDelayMsec() const { return delay_msec; }
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bool OnlyPlayToOwner() const { return play_to_owner_only; }
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bool HadMissingWaveFiles() const { return had_missing_wave_files; }
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bool UsesGenderToken() const { return uses_gender_token; }
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bool ShouldPreload() const { return m_bShouldPreload; }
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void SetChannel( int newChannel ) { channel = newChannel; }
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void SetVolume( float start, float range = 0.0 ) { volume.start = start; volume.range = range; }
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void SetPitch( float start, float range = 0.0 ) { pitch.start = start; pitch.range = range; }
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void SetSoundLevel( float start, float range = 0.0 ) { soundlevel.start = start; soundlevel.range = range; }
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void SetDelayMsec( int delay ) { delay_msec = delay; }
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void SetShouldPreload( bool bShouldPreload ) { m_bShouldPreload = bShouldPreload; }
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void SetOnlyPlayToOwner( bool b ) { play_to_owner_only = b; }
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void SetHadMissingWaveFiles( bool b ) { had_missing_wave_files = b; }
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void SetUsesGenderToken( bool b ) { uses_gender_token = b; }
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void AddSoundName( const SoundFile &soundFile ) { AddToTail( &m_pSoundNames, &m_nSoundNames, soundFile ); }
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int NumSoundNames() const { return m_nSoundNames; }
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SoundFile * GetSoundNames() { return ( m_nSoundNames == 1 ) ? (SoundFile *)&m_pSoundNames : m_pSoundNames; }
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const SoundFile *GetSoundNames() const { return ( m_nSoundNames == 1 ) ? (SoundFile *)&m_pSoundNames : m_pSoundNames; }
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void AddConvertedName( const SoundFile &soundFile ) { AddToTail( &m_pConvertedNames, &m_nConvertedNames, soundFile ); }
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int NumConvertedNames() const { return m_nConvertedNames; }
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SoundFile * GetConvertedNames() { return ( m_nConvertedNames == 1 ) ? (SoundFile *)&m_pConvertedNames : m_pConvertedNames; }
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const SoundFile *GetConvertedNames() const { return ( m_nConvertedNames == 1 ) ? (SoundFile *)&m_pConvertedNames : m_pConvertedNames; }
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private:
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void operator=( const CSoundParametersInternal& src ); // disallow implicit copies
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CSoundParametersInternal( const CSoundParametersInternal& src );
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void AddToTail( SoundFile **pDest, uint16 *pDestCount, const SoundFile &source );
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SoundFile * m_pSoundNames; // 4
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SoundFile * m_pConvertedNames; // 8
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uint16 m_nSoundNames; // 10
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uint16 m_nConvertedNames; // 12
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volume_interval_t volume; // 16
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soundlevel_interval_t soundlevel; // 20
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pitch_interval_t pitch; // 22
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uint16 channel; // 24
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uint16 delay_msec; // 26
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bool play_to_owner_only:1; // For weapon sounds... // 27
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// Internal use, for warning about missing .wav files
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bool had_missing_wave_files:1;
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bool uses_gender_token:1;
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bool m_bShouldPreload:1;
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byte reserved; // 28
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KeyValues * m_pGameData; // 32
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};
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#pragma pack()
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//-----------------------------------------------------------------------------
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// Purpose: Base class for sound emitter system handling (can be used by tools)
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//-----------------------------------------------------------------------------
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abstract_class ISoundEmitterSystemBase : public IAppSystem
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{
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public:
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// Unused, left in the interface so I don't have to rebuild all
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virtual void Unused1() {}
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virtual void Unused2() {}
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virtual int GetSoundIndex( const char *pName ) const = 0;
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virtual bool IsValidIndex( int index ) = 0;
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virtual int GetSoundCount( void ) = 0;
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virtual const char *GetSoundName( int index ) = 0;
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virtual bool GetParametersForSound( const char *soundname, CSoundParameters& params, gender_t gender, bool isbeingemitted = false ) = 0;
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virtual const char *GetWaveName( CUtlSymbol& sym ) = 0;
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virtual CUtlSymbol AddWaveName( const char *name ) = 0;
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virtual soundlevel_t LookupSoundLevel( const char *soundname ) = 0;
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virtual const char *GetWavFileForSound( const char *soundname, char const *actormodel ) = 0;
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virtual const char *GetWavFileForSound( const char *soundname, gender_t gender ) = 0;
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virtual int CheckForMissingWavFiles( bool verbose ) = 0;
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virtual const char *GetSourceFileForSound( int index ) const = 0;
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// Iteration methods
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virtual int First() const = 0;
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virtual int Next( int i ) const = 0;
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virtual int InvalidIndex() const = 0;
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virtual CSoundParametersInternal *InternalGetParametersForSound( int index ) = 0;
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// The host application is responsible for dealing with dirty sound scripts, etc.
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virtual bool AddSound( const char *soundname, const char *scriptfile, const CSoundParametersInternal& params ) = 0;
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virtual void RemoveSound( const char *soundname ) = 0;
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virtual void MoveSound( const char *soundname, const char *newscript ) = 0;
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virtual void RenameSound( const char *soundname, const char *newname ) = 0;
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virtual void UpdateSoundParameters( const char *soundname, const CSoundParametersInternal& params ) = 0;
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virtual int GetNumSoundScripts() const = 0;
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virtual char const *GetSoundScriptName( int index ) const = 0;
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virtual bool IsSoundScriptDirty( int index ) const = 0;
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virtual int FindSoundScript( const char *name ) const = 0;
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virtual void SaveChangesToSoundScript( int scriptindex ) = 0;
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virtual void ExpandSoundNameMacros( CSoundParametersInternal& params, char const *wavename ) = 0;
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virtual gender_t GetActorGender( char const *actormodel ) = 0;
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virtual void GenderExpandString( char const *actormodel, char const *in, char *out, int maxlen ) = 0;
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virtual void GenderExpandString( gender_t gender, char const *in, char *out, int maxlen ) = 0;
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virtual bool IsUsingGenderToken( char const *soundname ) = 0;
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// For blowing away caches based on filetimstamps of the manifest, or of any of the
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// .txt files that are read into the sound emitter system
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virtual unsigned int GetManifestFileTimeChecksum() = 0;
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// Called from both client and server (single player) or just one (server only in dedicated server and client only if connected to a remote server)
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// Called by LevelInitPreEntity to override sound scripts for the mod with level specific overrides based on custom mapnames, etc.
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virtual void AddSoundOverrides( char const *scriptfile ) = 0;
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// Called by either client or server in LevelShutdown to clear out custom overrides
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virtual void ClearSoundOverrides() = 0;
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virtual bool GetParametersForSoundEx( const char *soundname, HSOUNDSCRIPTHANDLE& handle, CSoundParameters& params, gender_t gender, bool isbeingemitted = false ) = 0;
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virtual soundlevel_t LookupSoundLevelByHandle( char const *soundname, HSOUNDSCRIPTHANDLE& handle ) = 0;
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virtual char const *GetSoundNameForHash( unsigned int hash ) = 0; // Returns NULL if hash not found!!!
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virtual unsigned int HashSoundName( char const *pchSndName ) = 0;
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virtual bool IsValidHash( unsigned int hash ) = 0;
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virtual void DescribeSound( char const *soundname ) = 0;
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// Flush and reload
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virtual void Flush() = 0;
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virtual void AddSoundsFromFile( const char *filename, bool bPreload, bool bIsOverride = false ) = 0;
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};
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#endif // ISOUNDEMITTERSYSTEMBASE_H
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