sqwarmed/sdk_src/public/SoundEmitterSystem/isoundemittersystembase.h

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