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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "engine/IEngineSound.h"
#include "tier0/dbg.h"
#include "sound.h"
#include "client.h"
#include "vox.h"
#include "icliententity.h"
#include "icliententitylist.h"
#include "enginesingleuserfilter.h"
#include "snd_audio_source.h"
#if defined(_X360)
#include "xmp.h"
#endif
#include "tier0/vprof.h"
#include "audio/private/snd_sfx.h"
#include "cl_splitscreen.h"
#include "cl_demo.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// HACK: expose in sound.h maybe?
void DSP_FastReset(int dsp);
extern float g_flReplaySoundFade;
//-----------------------------------------------------------------------------
//
// Client-side implementation of the engine sound interface
//
//-----------------------------------------------------------------------------
class CEngineSoundClient : public IEngineSound { public: // constructor, destructor
CEngineSoundClient(); virtual ~CEngineSoundClient();
virtual bool PrecacheSound( const char *pSample, bool bPreload, bool bIsUISound ); virtual bool IsSoundPrecached( const char *pSample ); virtual void PrefetchSound( const char *pSample ); virtual bool IsLoopingSound( const char *pSample );
virtual float GetSoundDuration( const char *pSample );
virtual int EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSoundEntry, HSOUNDSCRIPTHASH nSoundEntryHash, const char *pSample, float flVolume, float flAttenuation, int nSeed, int iFlags, int iPitch, const Vector *pOrigin, const Vector *pDirection, CUtlVector< Vector >* pUtlVecOrigins, bool bUpdatePositions, float soundtime = 0.0f, int speakerentity = -1 );
virtual int EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSoundEntry, HSOUNDSCRIPTHASH nSoundEntryHash, const char *pSample, float flVolume, soundlevel_t iSoundLevel, int nSeed, int iFlags, int iPitch, const Vector *pOrigin, const Vector *pDirection, CUtlVector< Vector >* pUtlVecOrigins, bool bUpdatePositions, float soundtime = 0.0f, int speakerentity = -1 );
virtual void EmitSentenceByIndex( IRecipientFilter& filter, int iEntIndex, int iChannel, int iSentenceIndex, float flVolume, soundlevel_t iSoundLevel, int nSeed, int iFlags, int iPitch, const Vector *pOrigin, const Vector *pDirection, CUtlVector< Vector >* pUtlVecOrigins, bool bUpdatePositions, float soundtime = 0.0f, int speakerentity = -1 );
virtual void StopSound( int iEntIndex, int iChannel, const char *pSample, HSOUNDSCRIPTHASH nSoundEntryHash = SOUNDEMITTER_INVALID_HASH );
virtual void StopAllSounds(bool bClearBuffers);
virtual void SetRoomType( IRecipientFilter& filter, int roomType ); virtual void SetPlayerDSP( IRecipientFilter& filter, int dspType, bool fastReset );
virtual int EmitAmbientSound( const char *pSample, float flVolume, int iPitch, int flags, float soundtime = 0.0f );
virtual float GetDistGainFromSoundLevel( soundlevel_t soundlevel, float dist );
// Client .dll only functions
virtual int GetGuidForLastSoundEmitted(); virtual bool IsSoundStillPlaying( int guid ); virtual bool GetSoundChannelVolume( const char* sound, float &flVolumeLeft, float &flVolumeRight ); virtual void StopSoundByGuid( int guid, bool bForceSync ); // Set's master volume (0.0->1.0)
virtual void SetVolumeByGuid( int guid, float fvol ); virtual float GetElapsedTimeByGuid( int guid );
// Retrieves list of all active sounds
virtual void GetActiveSounds( CUtlVector< SndInfo_t >& sndlist );
virtual void PrecacheSentenceGroup( const char *pGroupName ); virtual void NotifyBeginMoviePlayback(); virtual void NotifyEndMoviePlayback(); virtual bool IsMoviePlaying(); virtual bool GetPreventSound( void );
virtual void SetReplaySoundFade( float flReplayVolume ) { g_flReplaySoundFade = flReplayVolume; } virtual float GetReplaySoundFade()const { return g_flReplaySoundFade; } #if defined( _GAMECONSOLE )
virtual void UnloadSound( const char *pSample ); #endif
private: int EmitSoundInternal( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSoundEntry, HSOUNDSCRIPTHASH nSoundEntryHash, const char *pSample, float flVolume, soundlevel_t iSoundLevel, int nSeed, int iFlags, int iPitch, const Vector *pOrigin, const Vector *pDirection, CUtlVector< Vector >* pUtlVecOrigins, bool bUpdatePositions, float soundtime = 0.0f, int speakerentity = -1 );
bool m_bMoviePlaying; };
//-----------------------------------------------------------------------------
// Client-server neutral sound interface accessor
//-----------------------------------------------------------------------------
static CEngineSoundClient s_EngineSoundClient; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CEngineSoundClient, IEngineSound, IENGINESOUND_CLIENT_INTERFACE_VERSION, s_EngineSoundClient );
IEngineSound *EngineSoundClient() { return &s_EngineSoundClient; }
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CEngineSoundClient::CEngineSoundClient() : m_bMoviePlaying( false ) { }
CEngineSoundClient::~CEngineSoundClient() { }
//-----------------------------------------------------------------------------
// Precache a particular sample
//-----------------------------------------------------------------------------
bool CEngineSoundClient::PrecacheSound( const char *pSample, bool bPreload, bool bIsUISound ) { CSfxTable *pTable = S_PrecacheSound( pSample ); if ( pTable ) { if ( bIsUISound ) { S_MarkUISound( pTable ); } return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSample -
//-----------------------------------------------------------------------------
void CEngineSoundClient::PrefetchSound( const char *pSample ) { S_PrefetchSound( pSample, true ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSample -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CEngineSoundClient::IsSoundPrecached( const char *pSample ) { if ( pSample && TestSoundChar(pSample, CHAR_SENTENCE) ) { return true; }
int idx = GetBaseLocalClient().LookupSoundIndex( pSample ); if ( idx == -1 ) return false; return true; }
//-----------------------------------------------------------------------------
// Returns if the sound is looping
//-----------------------------------------------------------------------------
bool CEngineSoundClient::IsLoopingSound( const char *pSample ) { CSfxTable *pTable = S_PrecacheSound( pSample ); if ( !pTable || !pTable->pSource ) return false;
return pTable->pSource->IsLooped(); }
extern IBaseClientDLL *g_ClientDLL;
//-----------------------------------------------------------------------------
// Actually does the work of emitting a sound
//-----------------------------------------------------------------------------
int CEngineSoundClient::EmitSoundInternal( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSoundEntry, HSOUNDSCRIPTHASH nSoundEntryHash, const char *pSample, float flVolume, soundlevel_t iSoundLevel, int nSeed, int iFlags, int iPitch, const Vector *pOrigin, const Vector *pDirection, CUtlVector< Vector >* pUtlVecOrigins, bool bUpdatePositions, float soundtime /*= 0.0f*/, int speakerentity /*= -1*/ ) { FORCE_DEFAULT_SPLITSCREEN_PLAYER_GUARD;
if (flVolume < 0 || flVolume > 1) { Warning ("EmitSound: %s volume out of bounds = %f\n", pSample, flVolume); return 0; }
if (iSoundLevel < MIN_SNDLVL_VALUE || iSoundLevel > MAX_SNDLVL_VALUE) { Warning ("EmitSound: %s soundlevel out of bounds = %d\n", pSample, iSoundLevel); return 0; }
if (iPitch < 0 || iPitch > 255) { Warning ("EmitSound: %s pitch out of bounds = %i\n", pSample, iPitch); return 0; }
bool bInEyeSound = false;
if (iEntIndex < 0) { bInEyeSound = true; if (g_ClientDLL) iEntIndex = g_ClientDLL->GetInEyeEntity();
if (iEntIndex < 0) iEntIndex = GetLocalClient().GetViewEntity(); }
// See if local player is a recipient
int i = 0; int c = filter.GetRecipientCount(); for ( ; i < c ; i++ ) { int index = filter.GetRecipientIndex( i ); if ( index == GetLocalClient().m_nPlayerSlot + 1 ) break; }
// Local player not receiving sound
if ( i >= c ) return 0;
// Point at origin if they didn't specify a sound source.
Vector vecDummyOrigin; if (!pOrigin) { // Try to use the origin of the entity
IClientEntity *pEnt = entitylist->GetClientEntity( iEntIndex ); // don't update position if we stop this sound
if (pEnt && !(iFlags & SND_STOP) ) { vecDummyOrigin = pEnt->GetRenderOrigin(); } else { vecDummyOrigin.Init(); }
pOrigin = &vecDummyOrigin; }
Vector vecDirection; if (!pDirection) { IClientEntity *pEnt = entitylist->GetClientEntity( iEntIndex ); if (pEnt && !(iFlags & SND_STOP)) { QAngle angles; angles = pEnt->GetAbsAngles(); AngleVectors( angles, &vecDirection ); } else { vecDirection.Init(); }
pDirection = &vecDirection; }
if ( pUtlVecOrigins ) { (*pUtlVecOrigins).AddToTail( *pOrigin ); }
// L4D
float delay = soundtime; if ( soundtime > 0.0f ) { // this sound was played directly on the client, use its clock sync
delay = S_ComputeDelayForSoundtime( soundtime, CLOCK_SYNC_CLIENT ); if ( delay < 0 && delay > -0.100f ) { delay = 0; } }
StartSoundParams_t params; params.staticsound = iChannel == CHAN_STATIC; params.soundsource = iEntIndex; params.entchannel = iChannel; params.origin = *pOrigin; params.direction = *pDirection; params.bUpdatePositions = bUpdatePositions; params.fvol = flVolume; params.soundlevel = iSoundLevel; params.flags = iFlags; params.pitch = iPitch; params.fromserver = false; params.delay = delay; params.speakerentity = speakerentity; params.m_bIsScriptHandle = ( iFlags & SND_IS_SCRIPTHANDLE ) ? true : false ; params.m_bInEyeSound = bInEyeSound; if ( iFlags & SND_GENERATE_GUID ) { params.m_nQueuedGUID = StartSoundParams_t::GENERATE_GUID; }
// soundentry handling
if ( iFlags & SND_IS_SCRIPTHANDLE ) { // Don't actually play sounds if playing a demo and skipping ahead
// but always stop sounds
if ( demoplayer->IsSkipping() && !(iFlags&SND_STOP) ) { return 0; } params.m_nSoundScriptHash = nSoundEntryHash; return S_StartSoundEntry( params, nSeed, false ); }
CSfxTable *pSound = S_PrecacheSound(pSample); if (!pSound) return 0;
params.pSfx = pSound;
// Don't actually play sounds if playing a demo and skipping ahead
// but always stop sounds
if ( demoplayer->IsSkipping() && !(iFlags&SND_STOP) ) { return 0; } return S_StartSound( params ); }
//-----------------------------------------------------------------------------
// Plays a sentence
//-----------------------------------------------------------------------------
void CEngineSoundClient::EmitSentenceByIndex( IRecipientFilter& filter, int iEntIndex, int iChannel, int iSentenceIndex, float flVolume, soundlevel_t iSoundLevel, int nSeed, int iFlags, int iPitch, const Vector *pOrigin, const Vector *pDirection, CUtlVector< Vector >* pUtlVecOrigins, bool bUpdatePosition, float soundtime /*= 0.0f*/, int speakerentity /*= -1*/ ) { if ( iSentenceIndex >= 0 ) { char pName[8]; Q_snprintf( pName, sizeof(pName), "!%d", iSentenceIndex ); EmitSoundInternal( filter, iEntIndex, iChannel, NULL, SOUNDEMITTER_INVALID_HASH, pName, flVolume, iSoundLevel, nSeed, iFlags, iPitch, pOrigin, pDirection, pUtlVecOrigins, bUpdatePosition, soundtime, speakerentity ); } }
//-----------------------------------------------------------------------------
// Emits a sound
//-----------------------------------------------------------------------------
int CEngineSoundClient::EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSoundEntry, HSOUNDSCRIPTHASH nSoundEntryHash, const char *pSample, float flVolume, float flAttenuation, int nSeed, int iFlags, int iPitch, const Vector *pOrigin, const Vector *pDirection, CUtlVector< Vector >* pUtlVecOrigins, bool bUpdatePositions, float soundtime /*= 0.0f*/, int speakerentity /*= -1*/ ) { VPROF( "CEngineSoundClient::EmitSound" ); return EmitSound( filter, iEntIndex, iChannel, pSoundEntry, nSoundEntryHash, pSample, flVolume, ATTN_TO_SNDLVL( flAttenuation ), nSeed, iFlags, iPitch, pOrigin, pDirection, pUtlVecOrigins, bUpdatePositions, soundtime, speakerentity );
}
int CEngineSoundClient::EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSoundEntry, HSOUNDSCRIPTHASH nSoundEntryHash, const char *pSample, float flVolume, soundlevel_t iSoundLevel, int nSeed, int iFlags, int iPitch, const Vector *pOrigin, const Vector *pDirection, CUtlVector< Vector >* pUtlVecOrigins, bool bUpdatePositions, float soundtime /*= 0.0f*/, int speakerentity /*= -1*/ ) { VPROF( "CEngineSoundClient::EmitSound" ); if ( pSample && TestSoundChar(pSample, CHAR_SENTENCE) ) { int iSentenceIndex = -1; VOX_LookupString( PSkipSoundChars(pSample), &iSentenceIndex ); if (iSentenceIndex >= 0) { EmitSentenceByIndex( filter, iEntIndex, iChannel, iSentenceIndex, flVolume, iSoundLevel, nSeed, iFlags, iPitch, pOrigin, pDirection, pUtlVecOrigins, bUpdatePositions, soundtime, speakerentity ); } else { DevWarning( 2, "Unable to find %s in sentences.txt\n", PSkipSoundChars(pSample)); } return -1; } else { return EmitSoundInternal( filter, iEntIndex, iChannel, pSoundEntry, nSoundEntryHash, pSample, flVolume, iSoundLevel, nSeed, iFlags, iPitch, pOrigin, pDirection, pUtlVecOrigins, bUpdatePositions, soundtime, speakerentity ); } }
//-----------------------------------------------------------------------------
// Stops a sound
//-----------------------------------------------------------------------------
void CEngineSoundClient::StopSound( int iEntIndex, int iChannel, const char *pSample, HSOUNDSCRIPTHASH nSoundEntryHash ) { FORCE_DEFAULT_SPLITSCREEN_PLAYER_GUARD;
CEngineSingleUserFilter filter( GetLocalClient().m_nPlayerSlot + 1 ); EmitSound( filter, iEntIndex, iChannel, pSample, nSoundEntryHash, pSample, 0, SNDLVL_NONE, 0, SND_STOP, PITCH_NORM, NULL, NULL, NULL, true ); }
void CEngineSoundClient::SetRoomType( IRecipientFilter& filter, int roomType ) { #ifndef LINUX
extern ConVar snd_dsp_spew_changes; extern ConVar dsp_room; if ( snd_dsp_spew_changes.GetBool() ) { DevMsg( "Changing to room type %d.\n", roomType ); } dsp_room.SetValue( roomType ); #endif
}
void CEngineSoundClient::SetPlayerDSP( IRecipientFilter& filter, int dspType, bool fastReset ) { extern void dsp_player_set( int val ); dsp_player_set( dspType ); if ( fastReset ) { DSP_FastReset( dspType ); } }
int CEngineSoundClient::EmitAmbientSound( const char *pSample, float flVolume, int iPitch, int flags, float soundtime /*= 0.0f*/ ) { float delay = 0.0f; if ( soundtime != 0.0f ) { delay = soundtime - GetBaseLocalClient().m_flLastServerTickTime; }
CSfxTable *pSound = S_PrecacheSound(pSample);
StartSoundParams_t params; params.staticsound = true; params.soundsource = SOUND_FROM_LOCAL_PLAYER; params.entchannel = CHAN_STATIC; params.pSfx = pSound; params.origin = vec3_origin; params.fvol = flVolume; params.soundlevel = SNDLVL_NONE; params.flags = flags; params.pitch = iPitch; params.fromserver = false; params.delay = delay;
return S_StartSound( params ); }
void CEngineSoundClient::StopAllSounds(bool bClearBuffers) { S_StopAllSounds( bClearBuffers ); }
bool CEngineSoundClient::GetPreventSound( void ) { return S_GetPreventSound( ); }
float CEngineSoundClient::GetDistGainFromSoundLevel( soundlevel_t soundlevel, float dist ) { return S_GetGainFromSoundLevel( soundlevel, dist ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSample -
// Output : float
//-----------------------------------------------------------------------------
float CEngineSoundClient::GetSoundDuration( const char *pSample ) { return AudioSource_GetSoundDuration( pSample ); }
// Client .dll only functions
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
// Output : int
//-----------------------------------------------------------------------------
int CEngineSoundClient::GetGuidForLastSoundEmitted() { return S_GetGuidForLastSoundEmitted(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : guid -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CEngineSoundClient::IsSoundStillPlaying( int guid ) { return S_IsSoundStillPlaying( guid ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : guid -
//-----------------------------------------------------------------------------
void CEngineSoundClient::StopSoundByGuid( int guid, bool bForceSync ) { S_StopSoundByGuid( guid, bForceSync ); }
//-----------------------------------------------------------------------------
// Purpose: Retrieves list of all active sounds
// Input : sndlist -
//-----------------------------------------------------------------------------
void CEngineSoundClient::GetActiveSounds( CUtlVector< SndInfo_t >& sndlist ) { S_GetActiveSounds( sndlist ); }
//-----------------------------------------------------------------------------
// Purpose: Set's master volume (0.0->1.0)
// Input : guid -
// fvol -
//-----------------------------------------------------------------------------
void CEngineSoundClient::SetVolumeByGuid( int guid, float fvol ) { S_SetVolumeByGuid( guid, fvol ); }
//-----------------------------------------------------------------------------
// Purpose: Returns sound's current elapsed time
// Input : guid -
//-----------------------------------------------------------------------------
float CEngineSoundClient::GetElapsedTimeByGuid( int guid ) { return S_GetElapsedTimeByGuid( guid ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CEngineSoundClient::PrecacheSentenceGroup( const char *pGroupName ) { VOX_PrecacheSentenceGroup( this, pGroupName ); }
void CEngineSoundClient::NotifyBeginMoviePlayback() { StopAllSounds(true); #if defined( _X360 )
XMPOverrideBackgroundMusic(); #endif
m_bMoviePlaying = true; }
void CEngineSoundClient::NotifyEndMoviePlayback() { #if defined( _X360 )
XMPRestoreBackgroundMusic(); #endif
m_bMoviePlaying = false; }
bool CEngineSoundClient::IsMoviePlaying() { return m_bMoviePlaying; }
bool CEngineSoundClient::GetSoundChannelVolume( const char* sound, float &flVolumeLeft, float &flVolumeRight ) { return S_GetSoundChannelVolume( sound, flVolumeLeft, flVolumeRight ); }
#if defined( _GAMECONSOLE )
void CEngineSoundClient::UnloadSound( const char *pSample ) { S_UnloadSound( pSample ); }
#endif
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