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//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmesound.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "movieobjects_interfaces.h"
#include "tier2/tier2.h"
#include "filesystem.h"
#include "datamodel/dmattributevar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeSound, CDmeSound );
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
void CDmeSound::OnConstruction() { m_SoundName.Init( this, "soundname" ); m_GameSoundName.Init( this, "gameSoundName" ); }
void CDmeSound::OnDestruction() { }
//-----------------------------------------------------------------------------
// For sounds that are relative paths (instead of GameSound names), get full path
//-----------------------------------------------------------------------------
bool CDmeSound::ComputeSoundFullPath( char *pBuf, int nBufLen ) { if ( !m_SoundName[0] ) { pBuf[0] = 0; return false; }
// Compute the full path of the sound
char pRelativePath[MAX_PATH]; Q_snprintf( pRelativePath, sizeof(pRelativePath), "sound\\%s", m_SoundName.Get() ); return g_pFullFileSystem->RelativePathToFullPath( pRelativePath, "GAME", pBuf, nBufLen ) != NULL; }
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeGameSound, CDmeGameSound );
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
void CDmeGameSound::OnConstruction() { m_Volume .Init( this, "volume" ); m_Level .Init( this, "level" ); m_Pitch .Init( this, "pitch" );
m_IsStatic .Init( this, "static" ); m_Channel .Init( this, "channel" ); m_Flags .Init( this, "flags" );
// m_Source .Init( this, "source" );
// m_FollowSource.Init( this, "followsource" );
m_Origin .Init( this, "origin" ); m_Direction .Init( this, "direction" ); }
void CDmeGameSound::OnDestruction() { }
CDmElement *CDmeGameSound::FindOrAddPhonemeExtractionSettings() { if ( HasAttribute( "PhonemeExtractionSettings" ) ) return GetValueElement< CDmElement >( "PhonemeExtractionSettings" );
CDmElement *settings = CreateElement< CDmElement >( "PhonemeExtractionSettings", GetFileId() ); if ( !settings ) return NULL;
SetValue( "PhonemeExtractionSettings", settings ); return settings; }
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