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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Sound management functions. Exposes a list of available sounds.
//
// $NoKeywords: $
//=============================================================================//
#ifndef SOUNDSSYSTEM_H
#define SOUNDSSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
//-----------------------------------------------------------------------------
// Contains lists of all sounds available for use
//-----------------------------------------------------------------------------
enum SoundType_t { SOUND_TYPE_RAW = 0, SOUND_TYPE_GAMESOUND, SOUND_TYPE_SCENE, // vcd file
SOUND_TYPE_COUNT, };
class CSoundSystem { public: CSoundSystem(void); virtual ~CSoundSystem(void);
bool Initialize( ); void ShutDown(void);
// Build the list of sounds
bool BuildSoundList( SoundType_t type );
// Sound list iteration
int SoundCount( SoundType_t type ); const char *SoundName( SoundType_t type, int nIndex ); const char *SoundFile( SoundType_t type, int nIndex ); const char *SoundSourceFile( SoundType_t type, int nIndex );
// Search through all the sounds for the specified one.
bool FindSoundByName( const char *pFilename, SoundType_t *type, int *nIndex );
// Plays a sound
bool Play( SoundType_t type, int nIndex ); bool PlayScene( const char *pFileName ); // Play the first sound in the specified scene.
// Stops any playing sound.
void StopSound();
// Opens the source file associated with a sound
void OpenSource( SoundType_t type, int nIndex );
private: struct SoundInfo_t { char *m_pSoundName; char *m_pSoundFile; const char *m_pSourceFile; };
struct StringCache_t { enum { STRING_CACHE_SIZE = 128 * 1024, };
char m_pBuf[STRING_CACHE_SIZE]; int m_nTailIndex; // Next address to fill
StringCache_t *m_pNext; };
struct SoundList_t { CUtlVector< SoundInfo_t > m_Sounds; StringCache_t *m_pStrings; };
private: typedef bool (CSoundSystem::*pDirCallbackFn)( const char *pDirectoryName );
// Allocate, deallocate a string cache
StringCache_t *CreateStringCache( StringCache_t* pPrevious ); void DestroyStringCache( StringCache_t *pCache );
// Adds a string to the string cache
char *AddStringToCache( SoundType_t type, const char *pString );
// Adds a sound to a sound list
void AddSoundToList( SoundType_t type, const char *pSoundName, const char *pActualFile, const char *pSourceFile );
// Cleans up the sound list
void CleanupSoundList( SoundType_t type );
// Goes into all subdirectories and calls the callback for each one..
bool RecurseIntoDirectories( char const* pDirectoryName, pDirCallbackFn fn );
// Add all sounds that lie within a single directory recursively
bool ProcessDirectory_RawFileList( char const* pDirectoryName ); bool ProcessDirectory_SceneFileList( char const* pDirectoryName );
// Add all sounds that lie within a single directory
void BuildFileListInDirectory( char const* pDirectoryName, const char *pExt, SoundType_t soundType );
// Gamesounds may have macros embedded in them
void AddGameSoundToList( const char *pGameSound, char const *pFileName, const char *pSourceFile );
// Load all game sounds from a particular file
void AddGameSoundsFromFile( const char *pFileName );
// Populate the list of game sounds
bool BuildGameSoundList();
private: SoundList_t m_SoundList[SOUND_TYPE_COUNT]; };
//-----------------------------------------------------------------------------
// Sound list iteration
//-----------------------------------------------------------------------------
inline int CSoundSystem::SoundCount( SoundType_t type ) { return m_SoundList[type].m_Sounds.Count(); }
inline const char *CSoundSystem::SoundName( SoundType_t type, int nIndex ) { return m_SoundList[type].m_Sounds[nIndex].m_pSoundName; }
inline const char *CSoundSystem::SoundFile( SoundType_t type, int nIndex ) { return m_SoundList[type].m_Sounds[nIndex].m_pSoundFile; }
inline const char *CSoundSystem::SoundSourceFile( SoundType_t type, int nIndex ) { return m_SoundList[type].m_Sounds[nIndex].m_pSourceFile; }
extern CSoundSystem g_Sounds;
#endif // SOUNDSYSTEM_H
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