//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Entities relating to in-level sound effects. // // env_speaker: used for public address announcements over loudspeakers. // This tries not to drown out talking NPCs. // // env_soundscape: controls what sound script an area uses. // //=============================================================================// #include "cbase.h" #include "player.h" #include "mathlib/mathlib.h" #include "ai_speech.h" #include "stringregistry.h" #include "gamerules.h" #include "game.h" #include #include "entitylist.h" #include "vstdlib/random.h" #include "engine/IEngineSound.h" #include "ndebugoverlay.h" #include "soundscape.h" #include "igamesystem.h" #include "keyvalues.h" #include "filesystem.h" #include "ambientgeneric.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // =================== ROOM SOUND FX ========================================== // ==================== SENTENCE GROUPS, UTILITY FUNCTIONS ====================================== int fSentencesInit = false; // ===================== SENTENCE GROUPS, MAIN ROUTINES ======================== // given sentence group index, play random sentence for given entity. // returns sentenceIndex - which sentence was picked // Ipick is only needed if you plan on stopping the sound before playback is done (see SENTENCEG_Stop). // sentenceIndex can be used to find the name/length of the sentence int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg, float volume, soundlevel_t soundlevel, int flags, int pitch) { char name[64]; int ipick; if (!fSentencesInit) return -1; name[0] = 0; ipick = engine->SentenceGroupPick( isentenceg, name, sizeof( name ) ); if (ipick > 0 && name) { int sentenceIndex = SENTENCEG_Lookup( name ); CPASAttenuationFilter filter( GetContainingEntity( entity ), soundlevel ); CBaseEntity::EmitSentenceByIndex( filter, ENTINDEX(entity), CHAN_VOICE, sentenceIndex, volume, soundlevel, flags, pitch ); return sentenceIndex; } return -1; } //----------------------------------------------------------------------------- // Picks a sentence, but doesn't play it //----------------------------------------------------------------------------- int SENTENCEG_PickRndSz(const char *szgroupname) { char name[64]; int ipick; int isentenceg; if (!fSentencesInit) return -1; name[0] = 0; isentenceg = engine->SentenceGroupIndexFromName(szgroupname); if (isentenceg < 0) { Warning( "No such sentence group %s\n", szgroupname ); return -1; } ipick = engine->SentenceGroupPick(isentenceg, name, sizeof( name )); if (ipick >= 0 && name[0]) { return SENTENCEG_Lookup( name ); } return -1; } //----------------------------------------------------------------------------- // Plays a sentence by sentence index //----------------------------------------------------------------------------- void SENTENCEG_PlaySentenceIndex( edict_t *entity, int iSentenceIndex, float volume, soundlevel_t soundlevel, int flags, int pitch ) { if ( iSentenceIndex >= 0 ) { CPASAttenuationFilter filter( GetContainingEntity( entity ), soundlevel ); CBaseEntity::EmitSentenceByIndex( filter, ENTINDEX(entity), CHAN_VOICE, iSentenceIndex, volume, soundlevel, flags, pitch ); } } int SENTENCEG_PlayRndSz(edict_t *entity, const char *szgroupname, float volume, soundlevel_t soundlevel, int flags, int pitch) { char name[64]; int ipick; int isentenceg; if (!fSentencesInit) return -1; name[0] = 0; isentenceg = engine->SentenceGroupIndexFromName(szgroupname); if (isentenceg < 0) { Warning( "No such sentence group %s\n", szgroupname ); return -1; } ipick = engine->SentenceGroupPick(isentenceg, name, sizeof( name )); if (ipick >= 0 && name[0]) { int sentenceIndex = SENTENCEG_Lookup( name ); CPASAttenuationFilter filter( GetContainingEntity( entity ), soundlevel ); CBaseEntity::EmitSentenceByIndex( filter, ENTINDEX(entity), CHAN_VOICE, sentenceIndex, volume, soundlevel, flags, pitch ); return sentenceIndex; } return -1; } // play sentences in sequential order from sentence group. Reset after last sentence. int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szgroupname, float volume, soundlevel_t soundlevel, int flags, int pitch, int ipick, int freset) { char name[64]; int ipicknext; int isentenceg; if (!fSentencesInit) return -1; name[0] = 0; isentenceg = engine->SentenceGroupIndexFromName(szgroupname); if (isentenceg < 0) return -1; ipicknext = engine->SentenceGroupPickSequential(isentenceg, name, sizeof( name ), ipick, freset); if (ipicknext >= 0 && name[0]) { int sentenceIndex = SENTENCEG_Lookup( name ); CPASAttenuationFilter filter( GetContainingEntity( entity ), soundlevel ); CBaseEntity::EmitSentenceByIndex( filter, ENTINDEX(entity), CHAN_VOICE, sentenceIndex, volume, soundlevel, flags, pitch ); return sentenceIndex; } return -1; } #if 0 // for this entity, for the given sentence within the sentence group, stop // the sentence. void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick) { char buffer[64]; char sznum[8]; if (!fSentencesInit) return; if (isentenceg < 0 || ipick < 0) return; Q_snprintf(buffer,sizeof(buffer),"!%s%d", engine->SentenceGroupNameFromIndex( isentenceg ), ipick ); UTIL_StopSound(entity, CHAN_VOICE, buffer); } #endif // open sentences.txt, scan for groups, build rgsentenceg // Should be called from world spawn, only works on the // first call and is ignored subsequently. void SENTENCEG_Init() { if (fSentencesInit) return; engine->PrecacheSentenceFile( "scripts/sentences.txt" ); fSentencesInit = true; } // convert sentence (sample) name to !sentencenum, return !sentencenum int SENTENCEG_Lookup(const char *sample) { return engine->SentenceIndexFromName( sample + 1 ); } int SENTENCEG_GetIndex(const char *szrootname) { return engine->SentenceGroupIndexFromName( szrootname ); } void UTIL_RestartAmbientSounds( void ) { CAmbientGeneric *pAmbient = NULL; while ( ( pAmbient = (CAmbientGeneric*) gEntList.FindEntityByClassname( pAmbient, "ambient_generic" ) ) != NULL ) { if (pAmbient->m_fActive ) { if ( strstr( STRING( pAmbient->m_iszSound ), "mp3" ) ) { pAmbient->SendSound( SND_CHANGE_VOL ); // fake a change, so we don't create 2 sounds } pAmbient->SendSound( SND_CHANGE_VOL ); // fake a change, so we don't create 2 sounds } } } // play a specific sentence over the HEV suit speaker - just pass player entity, and !sentencename void UTIL_EmitSoundSuit(edict_t *entity, const char *sample) { float fvol; int pitch = PITCH_NORM; fvol = suitvolume.GetFloat(); if (random->RandomInt(0,1)) pitch = random->RandomInt(0,6) + 98; // If friendlies are talking, reduce the volume of the suit if ( !g_AIFriendliesTalkSemaphore.IsAvailable( GetContainingEntity( entity ) ) ) { fvol *= 0.3; } if (fvol > 0.05) { CPASAttenuationFilter filter( GetContainingEntity( entity ) ); filter.MakeReliable(); EmitSound_t ep; ep.m_nChannel = CHAN_STATIC; ep.m_pSoundName = sample; ep.m_flVolume = fvol; ep.m_SoundLevel = SNDLVL_NORM; ep.m_nPitch = pitch; CBaseEntity::EmitSound( filter, ENTINDEX(entity), ep ); } } // play a sentence, randomly selected from the passed in group id, over the HEV suit speaker int UTIL_EmitGroupIDSuit(edict_t *entity, int isentenceg) { float fvol; int pitch = PITCH_NORM; int sentenceIndex = -1; fvol = suitvolume.GetFloat(); if (random->RandomInt(0,1)) pitch = random->RandomInt(0,6) + 98; // If friendlies are talking, reduce the volume of the suit if ( !g_AIFriendliesTalkSemaphore.IsAvailable( GetContainingEntity( entity ) ) ) { fvol *= 0.3; } if (fvol > 0.05) sentenceIndex = SENTENCEG_PlayRndI(entity, isentenceg, fvol, SNDLVL_NORM, 0, pitch); return sentenceIndex; } // play a sentence, randomly selected from the passed in groupname int UTIL_EmitGroupnameSuit(edict_t *entity, const char *groupname) { float fvol; int pitch = PITCH_NORM; int sentenceIndex = -1; fvol = suitvolume.GetFloat(); if (random->RandomInt(0,1)) pitch = random->RandomInt(0,6) + 98; // If friendlies are talking, reduce the volume of the suit if ( !g_AIFriendliesTalkSemaphore.IsAvailable( GetContainingEntity( entity ) ) ) { fvol *= 0.3; } if (fvol > 0.05) sentenceIndex = SENTENCEG_PlayRndSz(entity, groupname, fvol, SNDLVL_NORM, 0, pitch); return sentenceIndex; } // ===================== MATERIAL TYPE DETECTION, MAIN ROUTINES ======================== // // Used to detect the texture the player is standing on, map the // texture name to a material type. Play footstep sound based // on material type. char TEXTURETYPE_Find( trace_t *ptr ) { const surfacedata_t *psurfaceData = physprops->GetSurfaceData( ptr->surface.surfaceProps ); return psurfaceData->game.material; }