//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include #include #include "engine/IEngineSound.h" #include "SoundEmitterSystem/isoundemittersystembase.h" #include "igamesystem.h" #include "soundchars.h" #include "filesystem.h" #include "tier0/vprof.h" #include "checksum_crc.h" #include "tier0/icommandline.h" #ifndef CLIENT_DLL #include "envmicrophone.h" #include "sceneentity.h" #include "closedcaptions.h" #include "usermessages.h" #else #include #include #include "hud_closecaption.h" #ifdef GAMEUI_UISYSTEM2_ENABLED #include "gameui.h" #endif #define CRecipientFilter C_RecipientFilter #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_DEFINE_LOGGING_CHANNEL( LOG_SND_EMITTERSYSTEM, "SndEmitterSystem", LCF_CONSOLE_ONLY, LS_MESSAGE ); ADD_LOGGING_CHANNEL_TAG( "SndEmitterSystem" ); END_DEFINE_LOGGING_CHANNEL(); ConVar sv_soundemitter_version( "sv_soundemitter_version", "2", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "specfies what version of soundemitter system to use\n" ); #ifdef PORTAL2 // THIS FUNCTION IS SUFFICIENT FOR PORTAL2 SPECIFIC CIRCUMSTANCES // AND MAY OR MAY NOT FUNCTION AS EXPECTED WHEN USED WITH MULTIPLE // SPLITSCREEN CLIENTS NETWORKED TOGETHER, ETC. ConVar snd_prevent_ss_duplicates( "snd_prevent_ss_duplicates", "1", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "switch to en/disable the prevention of splitscreen audio file duplicates\n" ); #else ConVar snd_prevent_ss_duplicates( "snd_prevent_ss_duplicates", "0", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "switch to en/disable the prevention of splitscreen audio file duplicates\n" ); #endif #if defined( CLIENT_DLL ) ConVar snd_sos_show_client_xmit( "snd_sos_show_client_xmit", "0", FCVAR_CHEAT ); #else ConVar snd_sos_show_server_xmit( "snd_sos_show_server_xmit", "0", FCVAR_CHEAT ); #endif ConVar sv_soundemitter_trace( "sv_soundemitter_trace", "-1", FCVAR_REPLICATED, "Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for everybody, n = for one entity)\n" ); ConVar cc_showmissing( "cc_showmissing", "0", FCVAR_REPLICATED, "Show missing closecaption entries." ); extern ISoundEmitterSystemBase *soundemitterbase; static ConVar *g_pClosecaption = NULL; static bool g_bPermitDirectSoundPrecache = false; #if !defined( CLIENT_DLL ) static ConVar cc_norepeat( "cc_norepeat", "5", 0, "In multiplayer games, don't repeat captions more often than this many seconds." ); class CCaptionRepeatMgr { public: CCaptionRepeatMgr() : m_rbCaptionHistory( 0, 0, DefLessFunc( unsigned int ) ) { } bool CanEmitCaption( unsigned int hash ); void Clear(); private: void RemoveCaptionsBefore( float t ); struct CaptionItem_t { unsigned int hash; float realtime; static bool Less( const CaptionItem_t &lhs, const CaptionItem_t &rhs ) { return lhs.hash < rhs.hash; } }; CUtlMap< unsigned int, float > m_rbCaptionHistory; }; static CCaptionRepeatMgr g_CaptionRepeats; void CCaptionRepeatMgr::Clear() { m_rbCaptionHistory.Purge(); } bool CCaptionRepeatMgr::CanEmitCaption( unsigned int hash ) { // Don't cull in single player if ( gpGlobals->maxClients == 1 ) return true; float realtime = gpGlobals->realtime; RemoveCaptionsBefore( realtime - cc_norepeat.GetFloat() ); int idx = m_rbCaptionHistory.Find( hash ); if ( idx == m_rbCaptionHistory.InvalidIndex() ) { m_rbCaptionHistory.Insert( hash, realtime ); return true; } float flLastEmitted = m_rbCaptionHistory[ idx ]; if ( realtime - flLastEmitted > cc_norepeat.GetFloat() ) { m_rbCaptionHistory[ idx ] = realtime; return true; } return false; } void CCaptionRepeatMgr::RemoveCaptionsBefore( float t ) { CUtlVector< unsigned int > toRemove; FOR_EACH_MAP( m_rbCaptionHistory, i ) { if ( m_rbCaptionHistory[ i ] < t ) { toRemove.AddToTail( m_rbCaptionHistory.Key( i ) ); } } for ( int i = 0; i < toRemove.Count(); ++i ) { m_rbCaptionHistory.Remove( toRemove[ i ] ); } } void ClearModelSoundsCache(); #endif // !CLIENT_DLL void WaveTrace( char const *wavname, char const *funcname ) { if ( IsGameConsole() && !IsDebug() ) { return; } static CUtlSymbolTable s_WaveTrace; // Make sure we only show the message once if ( UTL_INVAL_SYMBOL == s_WaveTrace.Find( wavname ) ) { DevMsg( "%s directly referenced wave %s (should use game_sounds.txt system instead)\n", funcname, wavname ); s_WaveTrace.AddString( wavname ); } } //----------------------------------------------------------------------------- // Purpose: // Input : &src - //----------------------------------------------------------------------------- EmitSound_t::EmitSound_t( const CSoundParameters &src ) { m_nChannel = src.channel; m_pSoundName = src.soundname; m_flVolume = src.volume; m_SoundLevel = src.soundlevel; m_nFlags = 0; m_nPitch = src.pitch; m_pOrigin = 0; m_flSoundTime = ( src.delay_msec == 0 ) ? 0.0f : gpGlobals->curtime + ( (float)src.delay_msec / 1000.0f ); m_pflSoundDuration = 0; m_bEmitCloseCaption = true; m_bWarnOnMissingCloseCaption = false; m_bWarnOnDirectWaveReference = false; m_nSpeakerEntity = -1; // if sound is tagged as version 2 or higher this will be treated as a soundentry! m_hSoundScriptHash = src.m_hSoundScriptHash; m_nSoundEntryVersion = src.m_nSoundEntryVersion; } void Hack_FixEscapeChars( char *str ) { int len = Q_strlen( str ) + 1; char *i = str; char *o = (char *)stackalloc( len ); char *osave = o; while ( *i ) { if ( *i == '\\' ) { switch ( *( i + 1 ) ) { case 'n': *o = '\n'; ++i; break; default: *o = *i; break; } } else { *o = *i; } ++i; ++o; } *o = 0; Q_strncpy( str, osave, len ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CSoundEmitterSystem : public CBaseGameSystem { public: virtual char const *Name() { return "CSoundEmitterSystem"; } #if !defined( CLIENT_DLL ) bool m_bLogPrecache; FileHandle_t m_hPrecacheLogFile; CUtlSymbolTable m_PrecachedScriptSounds; CUtlVector< AsyncCaption_t > m_ServerCaptions; public: CSoundEmitterSystem( char const *pszName ) : m_bLogPrecache( false ), m_hPrecacheLogFile( FILESYSTEM_INVALID_HANDLE ) { } void LogPrecache( char const *soundname ) { if ( !m_bLogPrecache ) return; // Make sure we only show the message once if ( UTL_INVAL_SYMBOL != m_PrecachedScriptSounds.Find( soundname ) ) return; if (m_hPrecacheLogFile == FILESYSTEM_INVALID_HANDLE) { StartLog(); } m_PrecachedScriptSounds.AddString( soundname ); if (m_hPrecacheLogFile != FILESYSTEM_INVALID_HANDLE) { filesystem->Write("\"", 1, m_hPrecacheLogFile); filesystem->Write(soundname, Q_strlen(soundname), m_hPrecacheLogFile); filesystem->Write("\"\n", 2, m_hPrecacheLogFile); } else { Warning( "Disabling precache logging due to file i/o problem!!!\n" ); m_bLogPrecache = false; } } void StartLog() { m_PrecachedScriptSounds.RemoveAll(); if ( !m_bLogPrecache ) return; if ( FILESYSTEM_INVALID_HANDLE != m_hPrecacheLogFile ) { return; } filesystem->CreateDirHierarchy("reslists", "DEFAULT_WRITE_PATH"); // open the new level reslist char path[_MAX_PATH]; Q_snprintf(path, sizeof(path), "reslists\\%s.snd", gpGlobals->mapname.ToCStr() ); m_hPrecacheLogFile = filesystem->Open(path, "wt", "MOD"); if (m_hPrecacheLogFile == FILESYSTEM_INVALID_HANDLE) { Warning( "Unable to open %s for precache logging\n", path ); } } void FinishLog() { if ( FILESYSTEM_INVALID_HANDLE != m_hPrecacheLogFile ) { filesystem->Close( m_hPrecacheLogFile ); m_hPrecacheLogFile = FILESYSTEM_INVALID_HANDLE; } m_PrecachedScriptSounds.RemoveAll(); } #else CSoundEmitterSystem( char const *name ) { } #endif #if !defined( CLIENT_DLL ) void LoadServerCaptions() { m_ServerCaptions.Purge(); // Server keys off of english file!!! AddCaptionFile( "resource/closecaption_english.dat" ); AddCaptionFile( "resource/subtitles_english.dat" ); } #endif // !defined( CLIENT_DLL ) // IServerSystem stuff virtual bool Init() { Assert( soundemitterbase ); #if !defined( CLIENT_DLL ) m_bLogPrecache = CommandLine()->CheckParm( "-makereslists" ) ? true : false; #endif g_pClosecaption = cvar->FindVar("closecaption"); Assert(g_pClosecaption); #if !defined( CLIENT_DLL ) LoadServerCaptions(); #endif // !defined( CLIENT_DLL ) return true; } #if !defined( CLIENT_DLL ) void AddCaptionFile( const char *filename ) { int searchPathLen = filesystem->GetSearchPath( "GAME", true, NULL, 0 ); char *searchPaths = (char *)stackalloc( searchPathLen + 1 ); filesystem->GetSearchPath( "GAME", true, searchPaths, searchPathLen ); for ( char *path = strtok( searchPaths, ";" ); path; path = strtok( NULL, ";" ) ) { if ( IsGameConsole() && ( filesystem->GetDVDMode() == DVDMODE_STRICT ) && !V_stristr( path, ".zip" ) ) { // only want zip paths continue; } char fullpath[MAX_PATH]; Q_snprintf( fullpath, sizeof( fullpath ), "%s%s", path, filename ); Q_FixSlashes( fullpath ); Q_strlower( fullpath ); if ( IsGameConsole() ) { char fullpath360[MAX_PATH]; UpdateOrCreateCaptionFile( fullpath, fullpath360, sizeof( fullpath360 ) ); Q_strncpy( fullpath, fullpath360, sizeof( fullpath ) ); } int idx = m_ServerCaptions.AddToTail(); AsyncCaption_t& entry = m_ServerCaptions[ idx ]; if ( !entry.LoadFromFile( fullpath ) ) { m_ServerCaptions.Remove( idx ); } else { DevMsg( "Server: added caption file: %s\n", fullpath ); } } } #endif virtual void Shutdown() { Assert( soundemitterbase ); #if !defined( CLIENT_DLL ) FinishLog(); #endif } void Flush() { Shutdown(); soundemitterbase->Flush(); #ifdef CLIENT_DLL #ifdef GAMEUI_UISYSTEM2_ENABLED g_pGameUIGameSystem->ReloadSounds(); #endif #endif Init(); } virtual void TraceEmitSound( int originEnt, char const *fmt, ... ) { if ( sv_soundemitter_trace.GetInt() == -1 ) return; if ( sv_soundemitter_trace.GetInt() != 0 && sv_soundemitter_trace.GetInt() != originEnt ) return; va_list argptr; char string[256]; va_start (argptr, fmt); Q_vsnprintf( string, sizeof( string ), fmt, argptr ); va_end (argptr); // Spew to console Msg( "%s %s", CBaseEntity::IsServer() ? "(sv)" : "(cl)", string ); } // Precache all wave files referenced in wave or rndwave keys virtual void LevelInitPreEntity() { #if !defined( CLIENT_DLL ) PreloadSounds(); g_CaptionRepeats.Clear(); #endif } void PreloadSounds( void ) { for ( int i=soundemitterbase->First(); i != soundemitterbase->InvalidIndex(); i=soundemitterbase->Next( i ) ) { CSoundParametersInternal *pParams = soundemitterbase->InternalGetParametersForSound( i ); if ( pParams->ShouldPreload() ) { InternalPrecacheWaves( i ); } if ( pParams->ShouldAutoCache() ) { PrecacheScriptSound( soundemitterbase->GetSoundName( i ) ); } } #if !defined( CLIENT_DLL ) g_CaptionRepeats.Clear(); #endif } virtual void LevelInitPostEntity() { } virtual void LevelShutdownPostEntity() { #if !defined( CLIENT_DLL ) FinishLog(); g_CaptionRepeats.Clear(); #endif } void InternalPrecacheWaves( int soundIndex ) { CSoundParametersInternal *internal = soundemitterbase->InternalGetParametersForSound( soundIndex ); if ( !internal ) return; int waveCount = internal->NumSoundNames(); if ( !waveCount ) { DevMsg( "CSoundEmitterSystem: sounds.txt entry '%s' has no waves listed under 'wave' or 'rndwave' key!!!\n", soundemitterbase->GetSoundName( soundIndex ) ); } else { g_bPermitDirectSoundPrecache = true; for( int wave = 0; wave < waveCount; wave++ ) { CBaseEntity::PrecacheSound( soundemitterbase->GetWaveName( internal->GetSoundNames()[ wave ].symbol ) ); } g_bPermitDirectSoundPrecache = false; } } void InternalPrefetchWaves( int soundIndex ) { CSoundParametersInternal *internal = soundemitterbase->InternalGetParametersForSound( soundIndex ); if ( !internal ) return; int waveCount = internal->NumSoundNames(); if ( !waveCount ) { DevMsg( "CSoundEmitterSystem: sounds.txt entry '%s' has no waves listed under 'wave' or 'rndwave' key!!!\n", soundemitterbase->GetSoundName( soundIndex ) ); } else { for( int wave = 0; wave < waveCount; wave++ ) { CBaseEntity::PrefetchSound( soundemitterbase->GetWaveName( internal->GetSoundNames()[ wave ].symbol ) ); } } } void PrecacheSOSScriptSounds( KeyValues *pRootKV ) { if ( !pRootKV ) return; // iterate through all values for ( KeyValues *pValue = pRootKV->GetFirstValue(); pValue; pValue = pValue->GetNextValue() ) { const char *pName = pValue->GetName(); if ( pName && !V_stricmp( pName, "entry_name" ) ) { const char *pScriptName = pValue->GetString(); if ( pScriptName && pScriptName[0] ) { PrecacheScriptSound( pScriptName ); } } } // iterate and recurse into each true subkey for ( KeyValues *pSubKey = pRootKV->GetFirstTrueSubKey(); pSubKey; pSubKey = pSubKey->GetNextTrueSubKey() ) { PrecacheSOSScriptSounds( pSubKey ); } } HSOUNDSCRIPTHASH PrecacheScriptSound( const char *soundname ) { HSOUNDSCRIPTHASH hash = soundemitterbase->HashSoundName( soundname ); int soundIndex = soundemitterbase->GetSoundIndexForHash( hash ); if ( !soundemitterbase->IsValidIndex( soundIndex ) ) { if ( Q_stristr( soundname, ".wav" ) || Q_strstr( soundname, ".mp3" ) ) { g_bPermitDirectSoundPrecache = true; CBaseEntity::PrecacheSound( soundname ); g_bPermitDirectSoundPrecache = false; return SOUNDEMITTER_INVALID_HASH; } #if !defined( CLIENT_DLL ) if ( soundname[ 0 ] ) { static CUtlSymbolTable s_PrecacheScriptSoundFailures; // Make sure we only show the message once if ( UTL_INVAL_SYMBOL == s_PrecacheScriptSoundFailures.Find( soundname ) ) { Warning( "PrecacheScriptSound '%s' failed, no such sound script entry\n", soundname ); s_PrecacheScriptSoundFailures.AddString( soundname ); } } #endif return SOUNDEMITTER_INVALID_HASH; } #if !defined( CLIENT_DLL ) LogPrecache( soundname ); #endif // recursively descend into possible operator stacks to precache all their script sounds CSoundParametersInternal *pInternal = soundemitterbase->InternalGetParametersForSound( soundIndex ); if ( pInternal && !pInternal->HasCached() ) { pInternal->SetCached( true ); PrecacheSOSScriptSounds( pInternal->GetOperatorsKV() ); } InternalPrecacheWaves( soundIndex ); return hash; } void PrefetchScriptSound( const char *soundname ) { int soundIndex = soundemitterbase->GetSoundIndex( soundname ); if ( !soundemitterbase->IsValidIndex( soundIndex ) ) { if ( Q_stristr( soundname, ".wav" ) || Q_strstr( soundname, ".mp3" ) ) { CBaseEntity::PrefetchSound( soundname ); } return; } InternalPrefetchWaves( soundIndex ); } public: // utility for cracking parameters bool GetSoundEntryParameters( int entindex, const EmitSound_t & ep, CSoundParameters & params, HSOUNDSCRIPTHASH& handle ) { // Try to deduce the actor's gender gender_t gender = GENDER_NONE; CBaseEntity *ent = CBaseEntity::Instance( entindex ); if ( ent ) { char const *actorModel = STRING( ent->GetModelName() ); gender = soundemitterbase->GetActorGender( actorModel ); } if ( !soundemitterbase->GetParametersForSoundEx( ep.m_pSoundName, handle, params, gender, true ) ) { return false; } if ( !params.soundname[0] ) return false; if ( !Q_strncasecmp( params.soundname, "vo", 2 ) && !( params.channel == CHAN_STREAM || params.channel == CHAN_VOICE ) && params.m_nSoundEntryVersion < 2 ) { DevMsg( "EmitSound: Voice wave file %s doesn't specify CHAN_VOICE or CHAN_STREAM for sound %s\n", params.soundname, ep.m_pSoundName ); } // handle SND_CHANGEPITCH/SND_CHANGEVOL and other sound flags.etc. if( ( ep.m_nFlags & SND_CHANGE_PITCH ) || ( ep.m_nFlags & SND_OVERRIDE_PITCH ) ) { params.pitch = ep.m_nPitch; } if( ep.m_nFlags & SND_CHANGE_VOL ) { params.volume = ep.m_flVolume; } #if !defined( CLIENT_DLL ) bool bSwallowed = CEnvMicrophone::OnSoundPlayed( entindex, params.soundname, params.soundlevel, params.volume, ep.m_nFlags, params.pitch, ep.m_pOrigin, ep.m_flSoundTime, ep.m_UtlVecSoundOrigin ); if ( bSwallowed ) return false; #endif return true; } // spew utility void TraceEmitSoundEntry( int handle, const char *pSoundEntryName, CSoundParameters &pSoundParams, int nSeed ) { #if defined( CLIENT_DLL ) if( !snd_sos_show_client_xmit.GetInt() ) { return; } Log_Msg( LOG_SND_EMITTERSYSTEM, Color( 180, 256, 180, 255 ), "Client: Emitting SoundEntry: %i : %s : %s : operators: %s : seed: %i\n", handle, pSoundEntryName, pSoundParams.soundname, pSoundParams.m_pOperatorsKV ? "true" : "false", nSeed ); #else if( !snd_sos_show_server_xmit.GetInt() ) { return; } Log_Msg( LOG_SND_EMITTERSYSTEM, Color( 180, 180, 256, 255 ), "Server: Emitting SoundEntry: %i : %s : %s : operators: %s : seed: %i\n", handle, pSoundEntryName, pSoundParams.soundname, pSoundParams.m_pOperatorsKV ? "true" : "false", nSeed ); #endif } // spew utility void TraceEmitSoundEntry( HSOUNDSCRIPTHASH handle, const char *pSoundEntryName, const char *pSoundFileName ) { #if defined( CLIENT_DLL ) if( !snd_sos_show_client_xmit.GetInt() ) { return; } Log_Msg( LOG_SND_EMITTERSYSTEM, Color( 180, 256, 180, 255 ), "Client: Emitting SoundEntry: %i : %s : %s\n", handle, pSoundEntryName, pSoundFileName ); #else if( !snd_sos_show_server_xmit.GetInt() ) { return; } Log_Msg( LOG_SND_EMITTERSYSTEM, Color( 180, 180, 256, 255 ), "Server: Emitting SoundEntry: %i : %s : %s\n", handle, pSoundEntryName, pSoundFileName ); #endif } // // emitting via a "SoundEntry" as opposed to the actual "SoundFile" // ep.m_pSoundName = a "SoundEntry" string // int EmitSoundByHandle( IRecipientFilter& filter, int entindex, const EmitSound_t & ep, HSOUNDSCRIPTHASH& handle ) { // Whether the important params have come from code, defaults or the // script, we emit using them to stay backwards compatible. // It is possible, however, to override these values via the script // entries. CSoundParameters params; if( !GetSoundEntryParameters( entindex, ep, params, handle ) ) { return 0; } // NOTE: This is probably // sound precaching? // NOTE: do something about this, should be irrelevant here // because we'll select our actual sound on the other side #if defined( _DEBUG ) && !defined( CLIENT_DLL ) if ( !enginesound->IsSoundPrecached( params.soundname ) ) { Msg( "Sound %s:%s was not precached\n", ep.m_pSoundName, params.soundname ); } #endif // calculating start time from param.delay_msec // does this get moved or just replicated on client? float st = ep.m_flSoundTime; if ( !st && params.delay_msec != 0 ) { st = gpGlobals->curtime + (float)params.delay_msec / 1000.f; } // TERROR: double startTime = Plat_FloatTime(); // are we actually treating as a "SoundEntry"? int nFlags = ep.m_nFlags; if(sv_soundemitter_version.GetInt() > 1 && params.m_nSoundEntryVersion > 1) { nFlags |= SND_IS_SCRIPTHANDLE; TraceEmitSoundEntry( handle, ep.m_pSoundName, params, params.m_nRandomSeed ); } // Emit via server or client engine call // NOTE: We must make a copy or else if the filter is owned by a SoundPatch, we'll end up destructively removing // all players from it!!!! CRecipientFilter filterCopy; filterCopy.CopyFrom( (CRecipientFilter &)filter ); #ifdef PORTAL2 if( snd_prevent_ss_duplicates.GetBool() ) { // THIS FUNCTION IS SUFFICIENT FOR PORTAL2 SPECIFIC CIRCUMSTANCES // AND MAY OR MAY NOT FUNCTION AS EXPECTED WHEN USED WITH MULTIPLE // SPLITSCREEN CLIENTS NETWORKED TOGETHER, ETC. filterCopy.ReplaceSplitScreenPlayersWithOwners(); } #endif // use the cracked script params int guid = enginesound->EmitSound( filterCopy, entindex, params.channel, ep.m_pSoundName, // gamesound handle, // gamesound handle params.soundname, // soundfile params.volume, (soundlevel_t)params.soundlevel, params.m_nRandomSeed, nFlags, params.pitch, ep.m_pOrigin, NULL, &ep.m_UtlVecSoundOrigin, true, st, ep.m_nSpeakerEntity ); // handle duration query // NOTE: This needs to be addressed for soundentry emission // if ( ep.m_pflSoundDuration ) { #ifdef GAME_DLL double startTime = Plat_FloatTime(); #endif *ep.m_pflSoundDuration = enginesound->GetSoundDuration( params.soundname ); #ifdef GAME_DLL float timeSpent = ( Plat_FloatTime() - startTime ) * 1000.0f; const float thinkLimit = 10.0f; if ( timeSpent > thinkLimit ) { UTIL_LogPrintf( "getting sound duration for %s took %f milliseconds\n", params.soundname, timeSpent ); } #endif } //// -------------------------------------------------------- // MattC? // TERROR: float timeSpent = ( Plat_FloatTime() - startTime ) * 1000.0f; const float thinkLimit = 50.0f; if ( timeSpent > thinkLimit ) { #ifdef GAME_DLL UTIL_LogPrintf( "EmitSoundByHandle(%s) took %f milliseconds (server)\n", ep.m_pSoundName, timeSpent ); #else DevMsg( "EmitSoundByHandle(%s) took %f milliseconds (client)\n", ep.m_pSoundName, timeSpent ); #endif } // Debug spew TraceEmitSound( entindex, "EmitSound: '%s' emitted as '%s' (ent %i)\n", ep.m_pSoundName, params.soundname, entindex ); // Don't caption modulations to the sound if ( !( ep.m_nFlags & ( SND_CHANGE_PITCH | SND_CHANGE_VOL ) ) ) { EmitCloseCaption( filter, entindex, params, ep ); } return guid; } //--------------------------------------------------------------------- // Emits sound via a direct sound file reference, //--------------------------------------------------------------------- int EmitSoundBySoundFile( IRecipientFilter& filter, int entindex, const EmitSound_t & ep ) { #if !defined( CLIENT_DLL ) bool bSwallowed = CEnvMicrophone::OnSoundPlayed( entindex, ep.m_pSoundName, ep.m_SoundLevel, ep.m_flVolume, ep.m_nFlags, ep.m_nPitch, ep.m_pOrigin, ep.m_flSoundTime, ep.m_UtlVecSoundOrigin ); if ( bSwallowed ) return 0; #endif // Emission by soundfile is typically because the calling code has // already cracked the soundscript, loaded it's parameters and altered some. // However, we want to retain BOTH the calling code's parameters // AND the soundscript handle so that we have ALL the data for processing. // // if this has been updated to include soundscript handle, we can tell // by the soundentry version and a valid soundscript handle. We flag it // and add the data to transmission. // int nFlags = ep.m_nFlags; const char *pSoundEntryName = ep.m_pSoundName; if( ep.m_hSoundScriptHash != SOUNDEMITTER_INVALID_HASH && ep.m_nSoundEntryVersion > 1 && sv_soundemitter_version.GetInt() > 1 ) { // reget original soundentry name pSoundEntryName = soundemitterbase->GetSoundName( ep.m_hSoundScriptHash ); nFlags |= SND_IS_SCRIPTHANDLE; TraceEmitSoundEntry( ep.m_hSoundScriptHash, pSoundEntryName, ep.m_pSoundName ); } // TERROR: double startTime = Plat_FloatTime(); if ( ep.m_bWarnOnDirectWaveReference && Q_stristr( ep.m_pSoundName, ".wav" ) ) { WaveTrace( ep.m_pSoundName, "Emitsound" ); } #if defined( _DEBUG ) && !defined( CLIENT_DLL ) if ( !enginesound->IsSoundPrecached( ep.m_pSoundName ) ) { Msg( "Sound %s was not precached\n", ep.m_pSoundName ); } #endif // NOTE: We must make a copy or else if the filter is owned by a SoundPatch, we'll end up destructively removing // all players from it!!!! CRecipientFilter filterCopy; filterCopy.CopyFrom( (CRecipientFilter &)filter ); // THIS FUNCTION IS SUFFICIENT FOR PORTAL2 SPECIFIC CIRCUMSTANCES // AND MAY OR MAY NOT FUNCTION AS EXPECTED WHEN USED WITH MULTIPLE // SPLITSCREEN CLIENTS NETWORKED TOGETHER, ETC. #ifdef PORTAL2 if( snd_prevent_ss_duplicates.GetBool() ) { filterCopy.ReplaceSplitScreenPlayersWithOwners(); } #endif // Emit sound via direct soundfile reference, unless tagged as a soundentry int nGuid = enginesound->EmitSound( filterCopy, entindex, ep.m_nChannel, pSoundEntryName, ep.m_hSoundScriptHash, ep.m_pSoundName, ep.m_flVolume, ep.m_SoundLevel, 0 , nFlags, ep.m_nPitch, ep.m_pOrigin, NULL, &ep.m_UtlVecSoundOrigin, true, ep.m_flSoundTime, ep.m_nSpeakerEntity ); //// ------------------------------------------------------------------- if ( ep.m_pflSoundDuration ) { // TERROR: #ifdef GAME_DLL UTIL_LogPrintf( "getting wav duration for %s\n", ep.m_pSoundName ); #endif VPROF( "CSoundEmitterSystem::EmitSound GetSoundDuration (calls engine)" ); *ep.m_pflSoundDuration = enginesound->GetSoundDuration( ep.m_pSoundName ); } TraceEmitSound( entindex, "%f EmitSound: Raw wave emitted '%s' (ent %i) (vol %f)\n", gpGlobals->curtime, ep.m_pSoundName, entindex, ep.m_flVolume ); // TERROR: float timeSpent = ( Plat_FloatTime() - startTime ) * 1000.0f; const float thinkLimit = 50.0f; if ( timeSpent > thinkLimit ) { #ifdef GAME_DLL UTIL_LogPrintf( "CSoundEmitterSystem::EmitSound(%s) took %f milliseconds (server)\n", ep.m_pSoundName, timeSpent ); #else DevMsg( "CSoundEmitterSystem::EmitSound(%s) took %f milliseconds (client)\n", ep.m_pSoundName, timeSpent ); #endif } return nGuid; } // // Checks for direct soundfile reference and splits to either gamesound handle // based emission or direct soundfile emission // int EmitSound( IRecipientFilter& filter, int entindex, const EmitSound_t & ep ) { VPROF( "CSoundEmitterSystem::EmitSound (calls engine)" ); // Is this a direct soundfile reference or pre-parameterized call? if ( ep.m_pSoundName && ( Q_stristr( ep.m_pSoundName, ".wav" ) || Q_stristr( ep.m_pSoundName, ".mp3" ) || ep.m_pSoundName[0] == '!' )) { return EmitSoundBySoundFile(filter, entindex, ep); } // handle as a script sound entry if ( ep.m_hSoundScriptHash == SOUNDEMITTER_INVALID_HASH ) { ep.m_hSoundScriptHash = soundemitterbase->HashSoundName( ep.m_pSoundName ); } return EmitSoundByHandle( filter, entindex, ep, ep.m_hSoundScriptHash ); } void EmitCloseCaption( IRecipientFilter& filter, int entindex, bool fromplayer, char const *token, CUtlVector< Vector >& originlist, float duration, bool warnifmissing /*= false*/, bool bForceSubtitle = false ) { // Don't use dedicated closecaption ConVar since it will prevent remote clients from getting captions. // Okay to use it in SP, since it's the same ConVar, not the FCVAR_USERINFO one if ( gpGlobals->maxClients == 1 && !g_pClosecaption->GetBool()) { return; } // A negative duration means fill it in from the wav file if possible if ( duration < 0.0f ) { char const *wav = soundemitterbase->GetWavFileForSound( token, GENDER_NONE ); if ( wav ) { duration = enginesound->GetSoundDuration( wav ); } else { duration = 2.0f; } } char lowercase[ 256 ]; Q_strncpy( lowercase, token, sizeof( lowercase ) ); Q_strlower( lowercase ); if ( Q_strstr( lowercase, "\\" ) ) { Hack_FixEscapeChars( lowercase ); } // NOTE: We must make a copy or else if the filter is owned by a SoundPatch, we'll end up destructively removing // all players from it!!!! CRecipientFilter filterCopy; filterCopy.CopyFrom( (CRecipientFilter &)filter ); // Captions only route to host player (there is only one closecaptioning HUD) filterCopy.RemoveSplitScreenPlayers(); if ( !bForceSubtitle ) { // Remove any players who don't want close captions CBaseEntity::RemoveRecipientsIfNotCloseCaptioning( (CRecipientFilter &)filterCopy ); } #if !defined( CLIENT_DLL ) { // Defined in sceneentity.cpp bool AttenuateCaption( const char *token, const Vector& listener, CUtlVector< Vector >& soundorigins ); if ( filterCopy.GetRecipientCount() > 0 ) { int c = filterCopy.GetRecipientCount(); for ( int i = c - 1 ; i >= 0; --i ) { CBasePlayer *player = UTIL_PlayerByIndex( filterCopy.GetRecipientIndex( i ) ); if ( !player ) continue; Vector playerOrigin = player->GetAbsOrigin(); soundlevel_t iSoundlevel = soundemitterbase->LookupSoundLevel( lowercase ); if ( !bForceSubtitle && ( iSoundlevel != SNDLVL_NONE ) && AttenuateCaption( lowercase, playerOrigin, originlist ) ) { filterCopy.RemoveRecipient( player ); } } } } #endif // Anyone left? if ( filterCopy.GetRecipientCount() > 0 ) { #if !defined( CLIENT_DLL ) char lowercase_nogender[ 256 ]; Q_strncpy( lowercase_nogender, lowercase, sizeof( lowercase_nogender ) ); bool bTriedGender = false; CBaseEntity *pActor = CBaseEntity::Instance( entindex ); if ( pActor ) { char const *pszActorModel = STRING( pActor->GetModelName() ); gender_t gender = soundemitterbase->GetActorGender( pszActorModel ); if ( gender == GENDER_MALE ) { Q_strncat( lowercase, "_male", sizeof( lowercase ), COPY_ALL_CHARACTERS ); bTriedGender = true; } else if ( gender == GENDER_FEMALE ) { Q_strncat( lowercase, "_female", sizeof( lowercase ), COPY_ALL_CHARACTERS ); bTriedGender = true; } } unsigned int hash = 0u; bool bFound = GetCaptionHash( lowercase, true, hash ); // if not found, try the no-gender version if ( !bFound && bTriedGender ) { bFound = GetCaptionHash( lowercase_nogender, true, hash ); } if ( bFound ) { if ( g_CaptionRepeats.CanEmitCaption( hash ) ) { if ( bForceSubtitle ) { CCSUsrMsg_CloseCaptionDirect msg; msg.set_hash( hash ); msg.set_duration( clamp( (int)( duration * 10.0f ), 0, 65535 ) ); msg.set_from_player( fromplayer ? 1 : 0 ); // Send forced caption and duration hint down to client SendUserMessage( filterCopy, CS_UM_CloseCaptionDirect, msg ); } else { CCSUsrMsg_CloseCaption msg; msg.set_hash( hash ); msg.set_duration( clamp( (int)( duration * 10.0f ), 0, 65535 ) ); msg.set_from_player( fromplayer ? 1 : 0 ); // Send caption and duration hint down to client SendUserMessage( filterCopy, CS_UM_CloseCaption, msg ); } } } #else // Direct dispatch CHudCloseCaption *cchud = GET_FULLSCREEN_HUDELEMENT( CHudCloseCaption ); if ( cchud ) { cchud->ProcessCaption( lowercase, duration, fromplayer ); } #endif } } void EmitCloseCaption( IRecipientFilter& filter, int entindex, const CSoundParameters & params, const EmitSound_t & ep ) { // Don't use dedicated closecaption ConVar since it will prevent remote clients from getting captions. // Okay to use it in SP, since it's the same ConVar, not the FCVAR_USERINFO one if ( gpGlobals->maxClients == 1 && !g_pClosecaption->GetBool()) { return; } bool bForceSubtitle = false; if ( TestSoundChar( params.soundname, CHAR_SUBTITLED ) ) { bForceSubtitle = true; } if ( !bForceSubtitle && !ep.m_bEmitCloseCaption ) { return; } // NOTE: We must make a copy or else if the filter is owned by a SoundPatch, we'll end up destructively removing // all players from it!!!! CRecipientFilter filterCopy; filterCopy.CopyFrom( (CRecipientFilter &)filter ); if ( !bForceSubtitle ) { // Remove any players who don't want close captions CBaseEntity::RemoveRecipientsIfNotCloseCaptioning( (CRecipientFilter &)filterCopy ); } // Anyone left? if ( filterCopy.GetRecipientCount() <= 0 ) { return; } float duration = 0.0f; if ( ep.m_pflSoundDuration ) { duration = *ep.m_pflSoundDuration; } else { duration = enginesound->GetSoundDuration( params.soundname ); } bool fromplayer = false; CBaseEntity *ent = CBaseEntity::Instance( entindex ); if ( ent ) { while ( ent ) { if ( ent->IsPlayer() ) { fromplayer = true; break; } ent = ent->GetOwnerEntity(); } } EmitCloseCaption( filter, entindex, fromplayer, ep.m_pSoundName, ep.m_UtlVecSoundOrigin, duration, ep.m_bWarnOnMissingCloseCaption, bForceSubtitle ); } void EmitAmbientSoundAsEntry(CSoundParameters ¶ms, int entindex, const Vector& origin, const char *soundname, float flVolume, int iFlags, int iPitch, float soundtime /*= 0.0f*/, float *duration /*=NULL*/ ) { EmitSound_t ep ; ep.m_nChannel = CHAN_STATIC; ep.m_pSoundName = soundname; ep.m_flVolume = flVolume; ep.m_SoundLevel = params.soundlevel; ep.m_nFlags = iFlags; ep.m_nPitch = iPitch; ep.m_pOrigin = &origin; ep.m_flSoundTime = soundtime; ep.m_pflSoundDuration = duration; // ep. m_bEmitCloseCaption = true; // m_bWarnOnMissingCloseCaption = false; // m_bWarnOnDirectWaveReference = false; // m_nSpeakerEntity = -1; // if sound is tagged as version 2 or higher this will be treated as a soundentry! ep.m_hSoundScriptHash = params.m_hSoundScriptHash; ep.m_nSoundEntryVersion = params.m_nSoundEntryVersion; // send sound to all active players CReliableBroadcastRecipientFilter filter; EmitSoundByHandle( filter, entindex, ep, params.m_hSoundScriptHash ); } void EmitAmbientSound( int entindex, const Vector& origin, const char *soundname, float flVolume, int iFlags, int iPitch, float soundtime /*= 0.0f*/, float *duration /*=NULL*/ ) { // Pull data from parameters CSoundParameters params; if ( !soundemitterbase->GetParametersForSound( soundname, params, GENDER_NONE ) ) { return; } // hijack if it's a new style sound if( params.m_hSoundScriptHash != SOUNDEMITTER_INVALID_HASH && params.m_nSoundEntryVersion > 1 ) { EmitAmbientSoundAsEntry( params, entindex, origin, soundname, flVolume, iFlags, iPitch, soundtime, duration ); return; } if( iFlags & SND_CHANGE_PITCH ) { params.pitch = iPitch; } if( iFlags & SND_CHANGE_VOL ) { params.volume = flVolume; } #if defined( CLIENT_DLL ) enginesound->EmitAmbientSound( params.soundname, params.volume, params.pitch, iFlags, soundtime ); #else engine->EmitAmbientSound(entindex, origin, params.soundname, params.volume, params.soundlevel, iFlags, params.pitch, soundtime ); #endif bool needsCC = !( iFlags & ( SND_STOP | SND_CHANGE_VOL | SND_CHANGE_PITCH ) ); float soundduration = 0.0f; if ( duration #if defined( CLIENT_DLL ) || needsCC #endif ) { soundduration = enginesound->GetSoundDuration( params.soundname ); if ( duration ) { *duration = soundduration; } } TraceEmitSound( entindex, "EmitAmbientSound: '%s' emitted as '%s' (ent %i)\n", soundname, params.soundname, entindex ); // We only want to trigger the CC on the start of the sound, not on any changes or halting of the sound if ( needsCC ) { CRecipientFilter filter; filter.AddAllPlayers(); filter.MakeReliable(); CUtlVector< Vector > dummy; EmitCloseCaption( filter, entindex, false, soundname, dummy, soundduration, false ); } } void StopSoundByHandle( int entindex, const char *soundname, HSOUNDSCRIPTHASH& handle, bool bIsStoppingSpeakerSound = false ) { if ( handle == SOUNDEMITTER_INVALID_HASH ) { handle = soundemitterbase->HashSoundName( soundname ); } int index = soundemitterbase->GetSoundIndexForHash( handle ); CSoundParametersInternal *params = soundemitterbase->InternalGetParametersForSound( index ); if ( !params ) { return; } const char *pSoundEntryName = NULL; if( params->GetSoundEntryVersion() > 1 && sv_soundemitter_version.GetInt() > 1 ) { // reget original soundentry name pSoundEntryName = soundemitterbase->GetSoundName( index ); enginesound->StopSound( entindex, params->GetChannel(), pSoundEntryName, handle ); TraceEmitSoundEntry( handle, pSoundEntryName, soundname ); } // HACK: we have to stop all sounds if there are > 1 in the rndwave section... int c = params->NumSoundNames(); for ( int i = 0; i < c; ++i ) { char const *wavename = soundemitterbase->GetWaveName( params->GetSoundNames()[ i ].symbol ); Assert( wavename ); enginesound->StopSound( entindex, params->GetChannel(), wavename ); TraceEmitSound( entindex, "StopSound: '%s' stopped as '%s' (ent %i)\n", soundname, wavename, entindex ); #if !defined ( CLIENT_DLL ) if ( bIsStoppingSpeakerSound == false ) { StopSpeakerSounds( wavename ); } #endif // !CLIENT_DLL } } void StopSound( int entindex, const char *soundname ) { HSOUNDSCRIPTHASH hash = SOUNDEMITTER_INVALID_HASH; StopSoundByHandle( entindex, soundname, hash ); } void StopSound( int iEntIndex, int iChannel, const char *pSample, bool bIsStoppingSpeakerSound = false ) { if ( pSample && ( Q_stristr( pSample, ".wav" ) || Q_stristr( pSample, ".mp3" ) || pSample[0] == '!' ) ) { enginesound->StopSound( iEntIndex, iChannel, pSample ); TraceEmitSound( iEntIndex, "StopSound: Raw wave stopped '%s' (ent %i)\n", pSample, iEntIndex ); #if !defined ( CLIENT_DLL ) if ( bIsStoppingSpeakerSound == false ) { StopSpeakerSounds( pSample ); } #endif // !CLIENT_DLL } else { // Look it up in sounds.txt and ignore other parameters StopSound( iEntIndex, pSample ); } } void EmitAmbientSound( int entindex, const Vector &origin, const char *pSample, float volume, soundlevel_t soundlevel, int flags, int pitch, float soundtime /*= 0.0f*/, float *duration /*=NULL*/ ) { #if !defined( CLIENT_DLL ) CUtlVector< Vector > dummyorigins; // Loop through all registered microphones and tell them the sound was just played // NOTE: This means that pitch shifts/sound changes on the original ambient will not be reflected in the re-broadcasted sound bool bSwallowed = CEnvMicrophone::OnSoundPlayed( entindex, pSample, soundlevel, volume, flags, pitch, &origin, soundtime, dummyorigins ); if ( bSwallowed ) return; #endif if ( pSample && ( Q_stristr( pSample, ".wav" ) || Q_stristr( pSample, ".mp3" )) ) { #if defined( CLIENT_DLL ) enginesound->EmitAmbientSound( pSample, volume, pitch, flags, soundtime ); #else engine->EmitAmbientSound( entindex, origin, pSample, volume, soundlevel, flags, pitch, soundtime ); #endif if ( duration ) { *duration = enginesound->GetSoundDuration( pSample ); } TraceEmitSound( entindex, "EmitAmbientSound: Raw wave emitted '%s' (ent %i)\n", pSample, entindex ); } else { EmitAmbientSound( entindex, origin, pSample, volume, flags, pitch, soundtime, duration ); } } #if !defined( CLIENT_DLL ) bool GetCaptionHash( char const *pchStringName, bool bWarnIfMissing, unsigned int &hash ) { // hash the string, find in dictionary or return 0u if not there!!! CUtlVector< AsyncCaption_t >& directories = m_ServerCaptions; CaptionLookup_t search; search.SetHash( pchStringName ); hash = search.hash; int idx = -1; int i; int dc = directories.Count(); for ( i = 0; i < dc; ++i ) { idx = directories[ i ].m_CaptionDirectory.Find( search ); if ( idx == directories[ i ].m_CaptionDirectory.InvalidIndex() ) continue; break; } if ( i >= dc || idx == -1 ) { if ( bWarnIfMissing && cc_showmissing.GetBool() ) { static CUtlRBTree< unsigned int > s_MissingHashes( 0, 0, DefLessFunc( unsigned int ) ); if ( s_MissingHashes.Find( hash ) == s_MissingHashes.InvalidIndex() ) { s_MissingHashes.Insert( hash ); Msg( "Missing caption for %s\n", pchStringName ); } } return false; } // Anything marked as L"" by content folks doesn't need to transmit either!!! CaptionLookup_t &entry = directories[ i ].m_CaptionDirectory[ idx ]; if ( entry.length <= sizeof( wchar_t ) ) { return false; } return true; } void StopSpeakerSounds( const char *wavename ) { // Stop sound on any speakers playing this wav name // but don't recurse in if this stopsound is happening on a speaker CEnvMicrophone::OnSoundStopped( wavename ); } #endif }; static CSoundEmitterSystem g_SoundEmitterSystem( "CSoundEmitterSystem" ); IGameSystem *SoundEmitterSystem() { return &g_SoundEmitterSystem; } void SoundSystemPreloadSounds( void ) { g_SoundEmitterSystem.PreloadSounds(); } #if !defined( CLIENT_DLL ) #if defined( CLIENT_DLL ) CON_COMMAND_F( cl_soundemitter_flush, "Flushes the sounds.txt system (client only)", FCVAR_CHEAT ) #else CON_COMMAND_F( sv_soundemitter_flush, "Flushes the sounds.txt system (server only)", FCVAR_DEVELOPMENTONLY ) #endif { #if !defined( CLIENT_DLL ) if ( !UTIL_IsCommandIssuedByServerAdmin() ) return; #endif // save the current soundscape // kill the system g_SoundEmitterSystem.Flush(); // Redo precache all wave files... (this should work now that we have dynamic string tables) g_SoundEmitterSystem.LevelInitPreEntity(); // These store raw sound indices for faster precaching, blow them away. ClearModelSoundsCache(); // TODO: when we go to a handle system, we'll need to invalidate handles somehow } CON_COMMAND_F( sv_soundemitter_filecheck, "Report missing wave files for sounds and game_sounds files.", FCVAR_DEVELOPMENTONLY ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return; int missing = soundemitterbase->CheckForMissingWavFiles( true ); DevMsg( "---------------------------\nTotal missing files %i\n", missing ); } //!!!HACK- Zoid 8/9/2009 //This hack is for L4D DLC2. We need to reload the soundemitter, but its reference counted by the //client and the server, so we have to Shutdown() and Init() twice. CON_COMMAND( sv_soundemitter_reload, "Flushes the sounds.txt system" ) { // Reload server side captions g_SoundEmitterSystem.LoadServerCaptions(); } CON_COMMAND_F( sv_findsoundname, "Find sound names which reference the specified wave files.", FCVAR_DEVELOPMENTONLY ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return; if ( args.ArgC() != 2 ) return; int c = soundemitterbase->GetSoundCount(); int i; char const *search = args[ 1 ]; if ( !search ) return; for ( i = 0; i < c; i++ ) { CSoundParametersInternal *internal = soundemitterbase->InternalGetParametersForSound( i ); if ( !internal ) continue; int waveCount = internal->NumSoundNames(); if ( waveCount > 0 ) { for( int wave = 0; wave < waveCount; wave++ ) { char const *wavefilename = soundemitterbase->GetWaveName( internal->GetSoundNames()[ wave ].symbol ); if ( Q_stristr( wavefilename, search ) ) { char const *soundname = soundemitterbase->GetSoundName( i ); char const *scriptname = soundemitterbase->GetSourceFileForSound( i ); Msg( "Referenced by '%s:%s' -- %s\n", scriptname, soundname, wavefilename ); } } } } } CON_COMMAND_F( sv_soundemitter_spew, "Print details about a sound.", FCVAR_DEVELOPMENTONLY ) { if ( args.ArgC() != 2 ) { Msg( "Usage: soundemitter_spew < sndname >\n" ); return; } soundemitterbase->DescribeSound( args.Arg( 1 ) ); } #else //!!!HACK- Zoid 8/9/2009 //This hack is for L4D DLC2. We need to reload the soundemitter, but its reference counted by the //client and the server, so we have to Shutdown() and Init() twice. CON_COMMAND( cl_soundemitter_reload, "Flushes the sounds.txt system" ) { // kill the system g_SoundEmitterSystem.Shutdown(); // restart the system g_SoundEmitterSystem.Init(); } CON_COMMAND( cl_soundemitter_flush, "Flushes the sounds.txt system (server only)" ) { // save the current soundscape // kill the system g_SoundEmitterSystem.Flush(); // Redo precache all wave files... (this should work now that we have dynamic string tables) g_SoundEmitterSystem.LevelInitPreEntity(); // These store raw sound indices for faster precaching, blow them away. // ClearModelSoundsCache(); // TODO: when we go to a handle system, we'll need to invalidate handles somehow } void Playgamesound_f( const CCommand &args ) { CBasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer ) { if ( args.ArgC() > 2 ) { EmitSound_t params; if ( !V_strcmp( args[2], "stop" ) ) { pPlayer->StopSound( args[1] ); return; } ABS_QUERY_GUARD( true ); CBroadcastRecipientFilter filter; Vector position = pPlayer->EyePosition(); Vector forward; pPlayer->GetVectors( &forward, NULL, NULL ); position += atof( args[2] ) * forward; params.m_pOrigin = &position; params.m_pSoundName = args[1]; params.m_flVolume = 0.0f; params.m_nPitch = 0; g_SoundEmitterSystem.EmitSound( filter, 0, params ); } else { pPlayer->EmitSound( args[1] ); } } else { Msg("Can't play until a game is started.\n"); // UNDONE: Make something like this work? //CBroadcastRecipientFilter filter; //g_SoundEmitterSystem.EmitSound( filter, 1, args[1], 0.0, 0, 0, &vec3_origin, 0, NULL ); } } static int GamesoundCompletion( const char *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] ) { int current = 0; const char *cmdname = "playgamesound"; char *substring = NULL; int substringLen = 0; if ( Q_strstr( partial, cmdname ) && strlen(partial) > strlen(cmdname) + 1 ) { substring = (char *)partial + strlen( cmdname ) + 1; substringLen = strlen(substring); } for ( int i = soundemitterbase->GetSoundCount()-1; i >= 0 && current < COMMAND_COMPLETION_MAXITEMS; i-- ) { const char *pSoundName = soundemitterbase->GetSoundName( i ); if ( pSoundName ) { if ( !substring || !Q_strncasecmp( pSoundName, substring, substringLen ) ) { Q_snprintf( commands[ current ], sizeof( commands[ current ] ), "%s %s", cmdname, pSoundName ); current++; } } } return current; } static ConCommand Command_Playgamesound( "playgamesound", Playgamesound_f, "Play a sound from the game sounds txt file", FCVAR_CLIENTCMD_CAN_EXECUTE | FCVAR_SERVER_CAN_EXECUTE, GamesoundCompletion ); // -------------------------------------------------------------------- // snd_playsounds // // This a utility for testing sound values // -------------------------------------------------------------------- static int GamesoundCompletion2( const char *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] ) { int current = 0; const char *cmdname = "snd_playsounds"; char *substring = NULL; int substringLen = 0; if ( Q_strstr( partial, cmdname ) && strlen(partial) > strlen(cmdname) + 1 ) { substring = (char *)partial + strlen( cmdname ) + 1; substringLen = strlen(substring); } for ( int i = soundemitterbase->GetSoundCount()-1; i >= 0 && current < COMMAND_COMPLETION_MAXITEMS; i-- ) { const char *pSoundName = soundemitterbase->GetSoundName( i ); if ( pSoundName ) { if ( !substring || !Q_strncasecmp( pSoundName, substring, substringLen ) ) { Q_snprintf( commands[ current ], sizeof( commands[ current ] ), "%s %s", cmdname, pSoundName ); current++; } } } return current; } void S_PlaySounds( const CCommand &args ) { CBasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer ) { if ( args.ArgC() > 4 ) { // Vector position = pPlayer->EyePosition(); Vector position; // Vector forward; // pPlayer->GetVectors( &forward, NULL, NULL ); // position += atof( args[2] ) * forward; position[0] = atof( args[2] ); position[1] = atof( args[3] ); position[2] = atof( args[4] ); ABS_QUERY_GUARD( true ); CBroadcastRecipientFilter filter; EmitSound_t params; params.m_pSoundName = args[1]; params.m_pOrigin = &position; params.m_flVolume = 0.0f; params.m_nPitch = 0; g_SoundEmitterSystem.EmitSound( filter, 0, params ); } else { pPlayer->EmitSound( args[1] ); } } else { Msg("Can't play until a game is started.\n"); // UNDONE: Make something like this work? //CBroadcastRecipientFilter filter; //g_SoundEmitterSystem.EmitSound( filter, 1, args[1], 0.0, 0, 0, &vec3_origin, 0, NULL ); } } static ConCommand SND_PlaySounds( "snd_playsounds", S_PlaySounds, "Play sounds from the game sounds txt file at a given location", FCVAR_CHEAT | FCVAR_CLIENTCMD_CAN_EXECUTE | FCVAR_SERVER_CAN_EXECUTE, GamesoundCompletion2 ); static int GamesoundCompletion3( const char *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] ) { int current = 0; const char *cmdname = "snd_setsoundparam"; char *substring = NULL; int substringLen = 0; if ( Q_strstr( partial, cmdname ) && strlen(partial) > strlen(cmdname) + 1 ) { substring = (char *)partial + strlen( cmdname ) + 1; substringLen = strlen(substring); } for ( int i = soundemitterbase->GetSoundCount()-1; i >= 0 && current < COMMAND_COMPLETION_MAXITEMS; i-- ) { const char *pSoundName = soundemitterbase->GetSoundName( i ); if ( pSoundName ) { if ( !substring || !Q_strncasecmp( pSoundName, substring, substringLen ) ) { Q_snprintf( commands[ current ], sizeof( commands[ current ] ), "%s %s", cmdname, pSoundName ); current++; } } } return current; } static void S_SetSoundParam( const CCommand &args ) { if ( args.ArgC() != 4 ) { DevMsg("Parameters: mix group name, [vol, mute, solo], value"); return; } const char *szSoundName = args[1]; const char *szparam = args[2]; const char *szValue = args[3]; // get the sound we're working on int soundindex = soundemitterbase->GetSoundIndex( szSoundName); if ( !soundemitterbase->IsValidIndex(soundindex) ) return; // Look up the sound level from the soundemitter system CSoundParametersInternal *soundparams = soundemitterbase->InternalGetParametersForSound( soundindex ); if ( !soundparams ) { return; } // // See if it's writable, if not then bail // char const *scriptfile = soundemitter->GetSourceFileForSound( soundindex ); // if ( !scriptfile || // !filesystem->FileExists( scriptfile ) || // !filesystem->IsFileWritable( scriptfile ) ) // { // return; // } // Copy the parameters CSoundParametersInternal newparams; newparams.CopyFrom( *soundparams ); if(!Q_stricmp("volume", szparam)) newparams.VolumeFromString( szValue); else if(!Q_stricmp("level", szparam)) newparams.SoundLevelFromString( szValue ); // No change if ( newparams == *soundparams ) { return; } soundemitterbase->UpdateSoundParameters( szSoundName , newparams ); } static ConCommand SND_SetSoundParam( "snd_setsoundparam", S_SetSoundParam, "Set a sound paramater", FCVAR_CLIENTCMD_CAN_EXECUTE | FCVAR_SERVER_CAN_EXECUTE, GamesoundCompletion3 ); #endif // CLIENT_DLL //----------------------------------------------------------------------------- // Purpose: Non-static override for doing the general case of CBroadcastRecipientFilter, and EmitSound( filter, entindex(), etc. ); // Input : *soundname - //----------------------------------------------------------------------------- int CBaseEntity::EmitSound( const char *soundname, float soundtime /*= 0.0f*/, float *duration /*=NULL*/ ) { //VPROF( "CBaseEntity::EmitSound" ); VPROF_BUDGET( "CBaseEntity::EmitSound", _T( "CBaseEntity::EmitSound" ) ); ABS_QUERY_GUARD( true ); CBroadcastRecipientFilter filter; EmitSound_t params; params.m_pSoundName = soundname; params.m_flSoundTime = soundtime; params.m_pflSoundDuration = duration; params.m_bWarnOnDirectWaveReference = true; return EmitSound( filter, entindex(), params ); } //----------------------------------------------------------------------------- // Purpose: Non-static override for doing the general case of CBroadcastRecipientFilter, and EmitSound( filter, entindex(), etc. ); // Input : *soundname - //----------------------------------------------------------------------------- int CBaseEntity::EmitSound( const char *soundname, HSOUNDSCRIPTHASH& handle, float soundtime /*= 0.0f*/, float *duration /*=NULL*/ ) { VPROF_BUDGET( "CBaseEntity::EmitSound", _T( "CBaseEntity::EmitSound" ) ); // VPROF( "CBaseEntity::EmitSound" ); ABS_QUERY_GUARD( true ); CBroadcastRecipientFilter filter; EmitSound_t params; params.m_pSoundName = soundname; params.m_flSoundTime = soundtime; params.m_pflSoundDuration = duration; params.m_bWarnOnDirectWaveReference = true; return EmitSound( filter, entindex(), params, handle ); } #if !defined ( CLIENT_DLL ) void CBaseEntity::ScriptEmitSound( const char *soundname ) { EmitSound( soundname ); } void CBaseEntity::ScriptStopSound( const char *soundname ) { StopSound( soundname ); } float CBaseEntity::ScriptSoundDuration( const char *soundname, const char *actormodel ) { float duration = CBaseEntity::GetSoundDuration( soundname, actormodel ); return duration; } #endif // !CLIENT //----------------------------------------------------------------------------- // Purpose: // Input : filter - // iEntIndex - // *soundname - // *pOrigin - //----------------------------------------------------------------------------- int CBaseEntity::EmitSound( IRecipientFilter& filter, int iEntIndex, const char *soundname, const Vector *pOrigin /*= NULL*/, float soundtime /*= 0.0f*/, float *duration /*=NULL*/ ) { VPROF_BUDGET( "CBaseEntity::EmitSound", _T( "CBaseEntity::EmitSound" ) ); // VPROF( "CBaseEntity::EmitSound" ); EmitSound_t params; params.m_pSoundName = soundname; params.m_flSoundTime = soundtime; params.m_pOrigin = pOrigin; params.m_pflSoundDuration = duration; params.m_bWarnOnDirectWaveReference = true; return EmitSound( filter, iEntIndex, params ); } //----------------------------------------------------------------------------- // Purpose: // Input : filter - // iEntIndex - // *soundname - // *pOrigin - //----------------------------------------------------------------------------- int CBaseEntity::EmitSound( IRecipientFilter& filter, int iEntIndex, const char *soundname, HSOUNDSCRIPTHASH& handle, const Vector *pOrigin /*= NULL*/, float soundtime /*= 0.0f*/, float *duration /*=NULL*/ ) { VPROF_BUDGET( "CBaseEntity::EmitSound", _T( "CBaseEntity::EmitSound" ) ); //VPROF( "CBaseEntity::EmitSound" ); EmitSound_t params; params.m_pSoundName = soundname; params.m_flSoundTime = soundtime; params.m_pOrigin = pOrigin; params.m_pflSoundDuration = duration; params.m_bWarnOnDirectWaveReference = true; return EmitSound( filter, iEntIndex, params, handle ); } static void Helper_UpdateLastMadeNoiseTime( const IRecipientFilter &filter, int iEntIndex, const EmitSound_t ¶ms ) { CBaseEntity * pEnt = NULL; #ifdef GAME_DLL if ( ( filter.GetRecipientCount() > 1 ) || ( filter.GetRecipientCount() == 1 && filter.GetRecipientIndex( 0 ) != iEntIndex ) ) { pEnt = UTIL_EntityByIndex( iEntIndex ); } #else pEnt = ClientEntityList().GetEnt( iEntIndex ); #endif if ( pEnt ) pEnt->UpdateLastMadeNoiseTime( params.m_pSoundName ); } //----------------------------------------------------------------------------- // Purpose: // Input : filter - // iEntIndex - // params - //----------------------------------------------------------------------------- int CBaseEntity::EmitSound( IRecipientFilter& filter, int iEntIndex, const EmitSound_t & params ) { VPROF_BUDGET( "CBaseEntity::EmitSound", _T( "CBaseEntity::EmitSound" ) ); Helper_UpdateLastMadeNoiseTime( filter, iEntIndex, params ); // VPROF( "CBaseEntity::EmitSound" ); // Call into the sound emitter system... return g_SoundEmitterSystem.EmitSound( filter, iEntIndex, params ); } //----------------------------------------------------------------------------- // Purpose: // Input : filter - // iEntIndex - // params - //----------------------------------------------------------------------------- int CBaseEntity::EmitSound( IRecipientFilter& filter, int iEntIndex, const EmitSound_t & params, HSOUNDSCRIPTHASH& handle ) { VPROF_BUDGET( "CBaseEntity::EmitSound", _T( "CBaseEntity::EmitSound" ) ); Helper_UpdateLastMadeNoiseTime( filter, iEntIndex, params ); // VPROF( "CBaseEntity::EmitSound" ); // Call into the sound emitter system... return g_SoundEmitterSystem.EmitSoundByHandle( filter, iEntIndex, params, handle ); } //----------------------------------------------------------------------------- // Purpose: // Input : *soundname - //----------------------------------------------------------------------------- void CBaseEntity::StopSound( const char *soundname ) { #if defined( CLIENT_DLL ) if ( entindex() == -1 ) { // If we're a clientside entity, we need to use the soundsourceindex instead of the entindex StopSound( GetSoundSourceIndex(), soundname ); return; } #endif StopSound( entindex(), soundname ); } //----------------------------------------------------------------------------- // Purpose: // Input : *soundname - //----------------------------------------------------------------------------- void CBaseEntity::StopSound( const char *soundname, HSOUNDSCRIPTHASH& handle ) { #if defined( CLIENT_DLL ) if ( entindex() == -1 ) { // If we're a clientside entity, we need to use the soundsourceindex instead of the entindex StopSound( GetSoundSourceIndex(), soundname ); return; } #endif g_SoundEmitterSystem.StopSoundByHandle( entindex(), soundname, handle ); } //----------------------------------------------------------------------------- // Purpose: // Input : iEntIndex - // *soundname - //----------------------------------------------------------------------------- void CBaseEntity::StopSound( int iEntIndex, const char *soundname ) { g_SoundEmitterSystem.StopSound( iEntIndex, soundname ); } void CBaseEntity::StopSound( int iEntIndex, int iChannel, const char *pSample, bool bIsStoppingSpeakerSound ) { g_SoundEmitterSystem.StopSound( iEntIndex, iChannel, pSample, bIsStoppingSpeakerSound ); } soundlevel_t CBaseEntity::LookupSoundLevel( const char *soundname ) { return soundemitterbase->LookupSoundLevel( soundname ); } soundlevel_t CBaseEntity::LookupSoundLevel( const char *soundname, HSOUNDSCRIPTHASH& handle ) { return soundemitterbase->LookupSoundLevelByHandle( soundname, handle ); } //----------------------------------------------------------------------------- // Purpose: // Input : *entity - // origin - // flags - // *soundname - //----------------------------------------------------------------------------- void CBaseEntity::EmitAmbientSound( int entindex, const Vector& origin, const char *soundname, int flags, float soundtime /*= 0.0f*/, float *duration /*=NULL*/ ) { g_SoundEmitterSystem.EmitAmbientSound( entindex, origin, soundname, 0.0, flags, 0, soundtime, duration ); } // HACK HACK: Do we need to pull the entire SENTENCEG_* wrapper over to the client .dll? #if defined( CLIENT_DLL ) int SENTENCEG_Lookup(const char *sample) { return engine->SentenceIndexFromName( sample + 1 ); } #endif void UTIL_EmitAmbientSound( int entindex, const Vector &vecOrigin, const char *samp, float vol, soundlevel_t soundlevel, int fFlags, int pitch, float soundtime /*= 0.0f*/, float *duration /*=NULL*/ ) { if (samp && *samp == '!') { int sentenceIndex = SENTENCEG_Lookup(samp); if (sentenceIndex >= 0) { char name[32]; Q_snprintf( name, sizeof(name), "!%d", sentenceIndex ); #if !defined( CLIENT_DLL ) engine->EmitAmbientSound( entindex, vecOrigin, name, vol, soundlevel, fFlags, pitch, soundtime ); #else enginesound->EmitAmbientSound( name, vol, pitch, fFlags, soundtime ); #endif if ( duration ) { *duration = enginesound->GetSoundDuration( name ); } g_SoundEmitterSystem.TraceEmitSound( entindex, "UTIL_EmitAmbientSound: Sentence emitted '%s' (ent %i)\n", name, entindex ); } } else { g_SoundEmitterSystem.EmitAmbientSound( entindex, vecOrigin, samp, vol, soundlevel, fFlags, pitch, soundtime, duration ); } } static const char *UTIL_TranslateSoundName( const char *soundname, const char *actormodel ) { Assert( soundname ); if ( Q_stristr( soundname, ".wav" ) || Q_stristr( soundname, ".mp3" ) ) { if ( Q_stristr( soundname, ".wav" ) ) { WaveTrace( soundname, "UTIL_TranslateSoundName" ); } return soundname; } return soundemitterbase->GetWavFileForSound( soundname, actormodel ); } void CBaseEntity::GenderExpandString( char const *in, char *out, int maxlen ) { soundemitterbase->GenderExpandString( STRING( GetModelName() ), in, out, maxlen ); } bool CBaseEntity::GetParametersForSound( const char *soundname, CSoundParameters ¶ms, const char *actormodel ) { gender_t gender = soundemitterbase->GetActorGender( actormodel ); return soundemitterbase->GetParametersForSound( soundname, params, gender ); } bool CBaseEntity::GetParametersForSound( const char *soundname, HSOUNDSCRIPTHASH& handle, CSoundParameters ¶ms, const char *actormodel ) { gender_t gender = soundemitterbase->GetActorGender( actormodel ); return soundemitterbase->GetParametersForSoundEx( soundname, handle, params, gender ); } HSOUNDSCRIPTHASH CBaseEntity::PrecacheScriptSound( const char *soundname ) { #if !defined( CLIENT_DLL ) return g_SoundEmitterSystem.PrecacheScriptSound( soundname ); #else HSOUNDSCRIPTHASH hash = soundemitterbase->HashSoundName( soundname ); int soundIndex = soundemitterbase->GetSoundIndexForHash( hash ); if ( soundemitterbase->IsValidIndex( soundIndex ) ) return hash; return SOUNDEMITTER_INVALID_HASH; #endif } #if !defined ( CLIENT_DLL ) // Same as server version of above, but signiture changed so it can be deduced by the macros void CBaseEntity::VScriptPrecacheScriptSound( const char *soundname ) { g_SoundEmitterSystem.PrecacheScriptSound( soundname ); } #endif // !CLIENT_DLL void CBaseEntity::PrefetchScriptSound( const char *soundname ) { g_SoundEmitterSystem.PrefetchScriptSound( soundname ); } //----------------------------------------------------------------------------- // Purpose: // Input : *soundname - // Output : float //----------------------------------------------------------------------------- float CBaseEntity::GetSoundDuration( const char *soundname, char const *actormodel ) { return enginesound->GetSoundDuration( PSkipSoundChars( UTIL_TranslateSoundName( soundname, actormodel ) ) ); } //----------------------------------------------------------------------------- // Purpose: // Input : filter - // *token - // duration - // warnifmissing - //----------------------------------------------------------------------------- void CBaseEntity::EmitCloseCaption( IRecipientFilter& filter, int entindex, char const *token, CUtlVector< Vector >& soundorigin, float duration, bool warnifmissing /*= false*/ ) { bool fromplayer = false; CBaseEntity *ent = CBaseEntity::Instance( entindex ); while ( ent ) { if ( ent->IsPlayer() ) { fromplayer = true; break; } ent = ent->GetOwnerEntity(); } g_SoundEmitterSystem.EmitCloseCaption( filter, entindex, fromplayer, token, soundorigin, duration, warnifmissing ); } //----------------------------------------------------------------------------- // Purpose: // Input : *name - // preload - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CBaseEntity::PrecacheSound( const char *name ) { if ( IsPC() && !g_bPermitDirectSoundPrecache ) { Warning( "Direct precache of %s\n", name ); } // If this is out of order, warn if ( !CBaseEntity::IsPrecacheAllowed() ) { if ( !enginesound->IsSoundPrecached( name ) ) { Assert( !"CBaseEntity::PrecacheSound: too late" ); Warning( "Late precache of %s\n", name ); } } bool bret = enginesound->PrecacheSound( name, true ); return bret; } //----------------------------------------------------------------------------- // Purpose: // Input : *name - //----------------------------------------------------------------------------- void CBaseEntity::PrefetchSound( const char *name ) { enginesound->PrefetchSound( name ); } #if !defined( CLIENT_DLL ) bool GetCaptionHash( char const *pchStringName, bool bWarnIfMissing, unsigned int &hash ) { return g_SoundEmitterSystem.GetCaptionHash( pchStringName, bWarnIfMissing, hash ); } bool CanEmitCaption( unsigned int hash ) { return g_CaptionRepeats.CanEmitCaption( hash ); } #endif