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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ====
//
// Purpose: Implements an entity that measures sound volume at a point in a map.
//
// This entity listens as though it is an NPC, meaning it will only
// hear sounds that were emitted using the CSound::InsertSound function.
//
// It does not hear danger sounds since they are not technically sounds.
//
//=============================================================================
#include "cbase.h"
#include "entityinput.h"
#include "entityoutput.h"
#include "eventqueue.h"
#include "mathlib/mathlib.h"
#include "soundent.h"
#include "envmicrophone.h"
#include "soundflags.h"
#include "engine/IEngineSound.h"
#include "filters.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//#define DEBUG_MICROPHONE
const float MICROPHONE_SETTLE_EPSILON = 0.005;
// List of env_microphones who want to be told whenever a sound is started
static CUtlVector< CHandle<CEnvMicrophone> > s_Microphones;
LINK_ENTITY_TO_CLASS(env_microphone, CEnvMicrophone);
BEGIN_DATADESC( CEnvMicrophone )
DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"), DEFINE_FIELD(m_hMeasureTarget, FIELD_EHANDLE), DEFINE_KEYFIELD(m_nSoundMask, FIELD_INTEGER, "SoundMask"), DEFINE_KEYFIELD(m_flSensitivity, FIELD_FLOAT, "Sensitivity"), DEFINE_KEYFIELD(m_flSmoothFactor, FIELD_FLOAT, "SmoothFactor"), DEFINE_KEYFIELD(m_iszSpeakerName, FIELD_STRING, "SpeakerName"), DEFINE_KEYFIELD(m_iszListenFilter, FIELD_STRING, "ListenFilter"), DEFINE_FIELD(m_hListenFilter, FIELD_EHANDLE), DEFINE_FIELD(m_hSpeaker, FIELD_EHANDLE), // DEFINE_FIELD(m_bAvoidFeedback, FIELD_BOOLEAN), // DONT SAVE
DEFINE_KEYFIELD(m_iSpeakerDSPPreset, FIELD_INTEGER, "speaker_dsp_preset" ), DEFINE_KEYFIELD(m_flMaxRange, FIELD_FLOAT, "MaxRange"), DEFINE_AUTO_ARRAY(m_szLastSound, FIELD_CHARACTER),
DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable), DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable), DEFINE_INPUTFUNC(FIELD_STRING, "SetSpeakerName", InputSetSpeakerName),
DEFINE_OUTPUT(m_SoundLevel, "SoundLevel"), DEFINE_OUTPUT(m_OnRoutedSound, "OnRoutedSound" ), DEFINE_OUTPUT(m_OnHeardSound, "OnHeardSound" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEnvMicrophone::~CEnvMicrophone( void ) { s_Microphones.FindAndRemove( this ); }
//-----------------------------------------------------------------------------
// Purpose: Called before spawning, after keyvalues have been handled.
//-----------------------------------------------------------------------------
void CEnvMicrophone::Spawn(void) { //
// Build our sound type mask from our spawnflags.
//
static int nFlags[][2] = { { SF_MICROPHONE_SOUND_COMBAT, SOUND_COMBAT }, { SF_MICROPHONE_SOUND_WORLD, SOUND_WORLD }, { SF_MICROPHONE_SOUND_PLAYER, SOUND_PLAYER }, { SF_MICROPHONE_SOUND_BULLET_IMPACT, SOUND_BULLET_IMPACT }, { SF_MICROPHONE_SOUND_EXPLOSION, SOUND_CONTEXT_EXPLOSION }, };
for (int i = 0; i < sizeof(nFlags) / sizeof(nFlags[0]); i++) { if (m_spawnflags & nFlags[i][0]) { m_nSoundMask |= nFlags[i][1]; } }
if (m_flSensitivity == 0) { //
// Avoid a divide by zero in CanHearSound.
//
m_flSensitivity = 1; } else if (m_flSensitivity > 10) { m_flSensitivity = 10; }
m_flSmoothFactor = clamp(m_flSmoothFactor, 0, 0.9);
if (!m_bDisabled) { SetNextThink( gpGlobals->curtime + 0.1f ); } }
//-----------------------------------------------------------------------------
// Purpose: Called after all entities have spawned and after a load game.
// Finds the reference point at which to measure sound level.
//-----------------------------------------------------------------------------
void CEnvMicrophone::Activate(void) { BaseClass::Activate();
// Get a handle to my filter entity if there is one
if (m_iszListenFilter != NULL_STRING) { m_hListenFilter = dynamic_cast<CBaseFilter *>(gEntList.FindEntityByName( NULL, m_iszListenFilter )); }
if (m_target != NULL_STRING) { m_hMeasureTarget = gEntList.FindEntityByName(NULL, STRING(m_target) );
//
// If we were given a bad measure target, just measure sound where we are.
//
if ((m_hMeasureTarget == NULL) || (m_hMeasureTarget->edict() == NULL)) { // We've decided to disable this warning since this seems to be the 90% case.
//Warning( "EnvMicrophone - Measure target not found or measure target with no origin. Using Self.!\n");
m_hMeasureTarget = this; } } else { m_hMeasureTarget = this; }
ActivateSpeaker(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvMicrophone::OnRestore( void ) { BaseClass::OnRestore();
ActivateSpeaker(); }
//-----------------------------------------------------------------------------
// Purpose: If we've got a speaker, add ourselves to the list of microphones that want to listen
//-----------------------------------------------------------------------------
void CEnvMicrophone::ActivateSpeaker( void ) { // If we're enabled, set the dsp_speaker preset to my specified one
if ( !m_bDisabled ) { ConVarRef dsp_speaker( "dsp_speaker" ); if ( dsp_speaker.IsValid() ) { int iDSPPreset = m_iSpeakerDSPPreset; if ( !iDSPPreset ) { // Reset it to the default
iDSPPreset = atoi( dsp_speaker.GetDefault() ); } DevMsg( 2, "Microphone %s set dsp_speaker to %d.\n", STRING(GetEntityName()), iDSPPreset); dsp_speaker.SetValue( m_iSpeakerDSPPreset ); } }
if ( m_iszSpeakerName != NULL_STRING ) { // We've got a speaker to play heard sounds through. To do this, we need to add ourselves
// to the list of microphones who want to be told whenever a sound is played.
if ( s_Microphones.Find( this ) == -1 ) { s_Microphones.AddToTail( this ); } } }
//-----------------------------------------------------------------------------
// Purpose: Stops the microphone from sampling the sound level and firing the
// SoundLevel output.
//-----------------------------------------------------------------------------
void CEnvMicrophone::InputEnable( inputdata_t &inputdata ) { if (m_bDisabled) { m_bDisabled = false; SetNextThink( gpGlobals->curtime + 0.1f );
ActivateSpeaker(); } }
//-----------------------------------------------------------------------------
// Purpose: Resumes sampling the sound level and firing the SoundLevel output.
//-----------------------------------------------------------------------------
void CEnvMicrophone::InputDisable( inputdata_t &inputdata ) { m_bDisabled = true; if ( m_hSpeaker ) { CBaseEntity::StopSound( m_hSpeaker->entindex(), CHAN_STATIC, m_szLastSound ); m_szLastSound[0] = 0;
// Remove ourselves from the list of active mics
s_Microphones.FindAndRemove( this ); } SetNextThink( TICK_NEVER_THINK ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CEnvMicrophone::InputSetSpeakerName( inputdata_t &inputdata ) { SetSpeakerName( inputdata.value.StringID() ); }
//-----------------------------------------------------------------------------
// Purpose: Checks whether this microphone can hear a given sound, and at what
// relative volume level.
// Input : pSound - Sound to test.
// flVolume - Returns with the relative sound volume from 0 - 1.
// Output : Returns true if the sound could be heard at the sample point, false if not.
//-----------------------------------------------------------------------------
bool CEnvMicrophone::CanHearSound(CSound *pSound, float &flVolume) { flVolume = 0;
if ( m_bDisabled ) { return false; }
// Cull out sounds except from specific entities
CBaseFilter *pFilter = m_hListenFilter.Get(); if ( pFilter ) { CBaseEntity *pSoundOwner = pSound->m_hOwner.Get(); if ( !pSoundOwner || !pFilter->PassesFilter( this, pSoundOwner ) ) { return false; } }
float flDistance = (pSound->GetSoundOrigin() - m_hMeasureTarget->GetAbsOrigin()).Length();
if (flDistance == 0) { flVolume = 1.0; return true; }
// Over our max range?
if ( m_flMaxRange && flDistance > m_flMaxRange ) { return false; }
if (flDistance <= pSound->Volume() * m_flSensitivity) { flVolume = 1 - (flDistance / (pSound->Volume() * m_flSensitivity)); flVolume = clamp(flVolume, 0, 1); return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Return true if the microphone can hear the specified sound
//-----------------------------------------------------------------------------
bool CEnvMicrophone::CanHearSound( int entindex, soundlevel_t soundlevel, float &flVolume, const Vector *pOrigin ) { if ( m_bDisabled ) { flVolume = 0; return false; }
if ( ( m_spawnflags & SF_MICROPHONE_IGNORE_NONATTENUATED ) && soundlevel == SNDLVL_NONE ) { return false; }
// Sound might be coming from an origin or from an entity.
CBaseEntity *pEntity = NULL; if ( entindex ) { pEntity = CBaseEntity::Instance( INDEXENT(entindex) ); } // Cull out sounds except from specific entities
CBaseFilter *pFilter = m_hListenFilter.Get(); if ( pFilter ) { if ( !pEntity || !pFilter->PassesFilter( this, pEntity ) ) { flVolume = 0; return false; } }
float flDistance = 0; if ( pOrigin ) { flDistance = pOrigin->DistTo( m_hMeasureTarget->GetAbsOrigin() ); } else if ( pEntity ) { flDistance = pEntity->WorldSpaceCenter().DistTo( m_hMeasureTarget->GetAbsOrigin() ); }
// Over our max range?
if ( m_flMaxRange && flDistance > m_flMaxRange ) { #ifdef DEBUG_MICROPHONE
Msg("OUT OF RANGE.\n" ); #endif
return false; }
#ifdef DEBUG_MICROPHONE
Msg(" flVolume %f ", flVolume ); #endif
// Reduce the volume by the amount it fell to get to the microphone
float gain = enginesound->GetDistGainFromSoundLevel( soundlevel, flDistance ); flVolume *= gain;
#ifdef DEBUG_MICROPHONE
Msg("dist %2f, soundlevel %d: gain %f", flDistance, (int)soundlevel, gain ); if ( !flVolume ) { Msg(" : REJECTED\n" ); } else { Msg(" : SENT\n" ); } #endif
return ( flVolume > 0 ); }
void CEnvMicrophone::SetSensitivity( float flSensitivity ) { m_flSensitivity = flSensitivity; }
void CEnvMicrophone::SetMaxRange( float flMaxRange ) { m_flMaxRange = flMaxRange; }
void CEnvMicrophone::SetSpeakerName( string_t iszSpeakerName ) { m_iszSpeakerName = iszSpeakerName;
// Set the speaker to null. This will force it to find the speaker next time a sound is routed.
m_hSpeaker = NULL; ActivateSpeaker(); }
//--------------------------------------------------------------------------------------------------
// Same as above, but skips the speaker name lookup
//--------------------------------------------------------------------------------------------------
void CEnvMicrophone::SetSpeaker( string_t iszSpeakerName, EHANDLE hSpeaker ) { m_iszSpeakerName = iszSpeakerName; m_hSpeaker = hSpeaker; ActivateSpeaker(); }
//-----------------------------------------------------------------------------
// Purpose: Listens for sounds and updates the value of the SoundLevel output.
//-----------------------------------------------------------------------------
void CEnvMicrophone::Think(void) { int nSound = CSoundEnt::ActiveList(); bool fHearSound = false;
float flMaxVolume = 0; //
// Find the loudest sound that this microphone cares about.
//
while (nSound != SOUNDLIST_EMPTY) { CSound *pCurrentSound = CSoundEnt::SoundPointerForIndex(nSound);
if (pCurrentSound) { if (m_nSoundMask & pCurrentSound->SoundType()) { float flVolume = 0; if (CanHearSound(pCurrentSound, flVolume) && (flVolume > flMaxVolume)) { flMaxVolume = flVolume; fHearSound = true; } } }
nSound = pCurrentSound->NextSound(); }
if( fHearSound ) { m_OnHeardSound.FireOutput( this, this ); }
if (flMaxVolume != m_SoundLevel.Get()) { //
// Don't smooth if we are within an epsilon. This allows the output to stop firing
// much more quickly.
//
if (fabs(flMaxVolume - m_SoundLevel.Get()) < MICROPHONE_SETTLE_EPSILON) { m_SoundLevel.Set(flMaxVolume, this, this); } else { m_SoundLevel.Set(flMaxVolume * (1 - m_flSmoothFactor) + m_SoundLevel.Get() * m_flSmoothFactor, this, this); } }
SetNextThink( gpGlobals->curtime + 0.1f ); }
//-----------------------------------------------------------------------------
// Purpose: Hook for the sound system to tell us when a sound's been played
//-----------------------------------------------------------------------------
MicrophoneResult_t CEnvMicrophone::SoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel, float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins ) { if ( m_bAvoidFeedback ) return MicrophoneResult_Ok;
// Don't hear sounds that have already been heard by a microphone to avoid feedback!
if ( iFlags & SND_SPEAKER ) return MicrophoneResult_Ok;
#ifdef DEBUG_MICROPHONE
Msg("%s heard %s: ", STRING(GetEntityName()), soundname ); #endif
if ( !CanHearSound( entindex, soundlevel, flVolume, pOrigin ) ) return MicrophoneResult_Ok;
// We've heard it. Play it out our speaker. If our speaker's gone away, we're done.
if ( !m_hSpeaker ) { // First time, find our speaker. Done here, because finding it in Activate() wouldn't
// find players, and we need to be able to specify !player for a speaker.
if ( m_iszSpeakerName != NULL_STRING ) { m_hSpeaker = gEntList.FindEntityByName(NULL, STRING(m_iszSpeakerName) );
if ( !m_hSpeaker ) { Warning( "EnvMicrophone %s specifies a non-existent speaker name: %s\n", STRING(GetEntityName()), STRING(m_iszSpeakerName) ); m_iszSpeakerName = NULL_STRING; } }
if ( !m_hSpeaker ) { return MicrophoneResult_Remove; } }
m_bAvoidFeedback = true;
// Add the speaker flag. Detected at playback and applies the speaker filter.
iFlags |= SND_SPEAKER; CPASAttenuationFilter filter( m_hSpeaker );
EmitSound_t ep; ep.m_nChannel = CHAN_STATIC; ep.m_pSoundName = soundname; ep.m_flVolume = flVolume; ep.m_SoundLevel = soundlevel; ep.m_nFlags = iFlags; ep.m_nPitch = iPitch; ep.m_pOrigin = &m_hSpeaker->GetAbsOrigin(); ep.m_flSoundTime = soundtime; ep.m_nSpeakerEntity = entindex;
CBaseEntity::EmitSound( filter, m_hSpeaker->entindex(), ep );
Q_strncpy( m_szLastSound, soundname, sizeof(m_szLastSound) ); m_OnRoutedSound.FireOutput( this, this, 0 );
m_bAvoidFeedback = false;
// Copy emitted origin to soundorigins array
for ( int i = 0; i < ep.m_UtlVecSoundOrigin.Count(); ++i ) { soundorigins.AddToTail( ep.m_UtlVecSoundOrigin[ i ] ); }
// Do we want to allow the original sound to play?
if ( m_spawnflags & SF_MICROPHONE_SWALLOW_ROUTED_SOUNDS ) { return MicrophoneResult_Swallow; }
return MicrophoneResult_Ok; }
void CEnvMicrophone::SoundStopped( const char *soundname ) { if ( m_hSpeaker ) { CBaseEntity::StopSound( m_hSpeaker->entindex(), CHAN_STATIC, soundname, true ); } }
//-----------------------------------------------------------------------------
// Purpose: Called by the sound system whenever a sound is played so that
// active microphones can have a chance to pick up the sound.
// Output : Returns whether or not the sound was swallowed by the microphone.
// Swallowed sounds should not be played by the sound system.
//-----------------------------------------------------------------------------
bool CEnvMicrophone::OnSoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel, float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins ) { bool bSwallowed = false;
// Loop through all registered microphones and tell them the sound was just played
int iCount = s_Microphones.Count(); if ( iCount > 0 ) { // Iterate backwards because we might be deleting microphones.
for ( int i = iCount - 1; i >= 0; i-- ) { if ( s_Microphones[i] ) { MicrophoneResult_t eResult = s_Microphones[i]->SoundPlayed( entindex, soundname, soundlevel, flVolume, iFlags, iPitch, pOrigin, soundtime, soundorigins );
if ( eResult == MicrophoneResult_Swallow ) { // Microphone told us to swallow it
bSwallowed = true; } else if ( eResult == MicrophoneResult_Remove ) { s_Microphones.FastRemove( i ); } } } }
return bSwallowed; }
void CEnvMicrophone::OnSoundStopped( const char *soundname ) { // Loop through all registered microphones and tell them which sound to stop
int iCount = s_Microphones.Count(); if ( iCount > 0 ) { for ( int i = iCount - 1; i >= 0; i-- ) { if ( s_Microphones[i] ) { s_Microphones[i]->SoundStopped( soundname ); } } } }
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