You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
453 lines
13 KiB
453 lines
13 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
|
|
#include "cbase.h"
|
|
#include "soundscape_system.h"
|
|
#include "soundscape.h"
|
|
#include "keyvalues.h"
|
|
#include "filesystem.h"
|
|
#include "game.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
#define SOUNDSCAPE_MANIFEST_FILE "scripts/soundscapes_manifest.txt"
|
|
|
|
CON_COMMAND(soundscape_flush, "Flushes the server & client side soundscapes")
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
|
|
if ( engine->IsDedicatedServer() )
|
|
{
|
|
// If it's a dedicated server, only the server console can run this.
|
|
if ( pPlayer )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// If it's a listen server, only the listen server host can run this.
|
|
if ( !pPlayer || pPlayer != UTIL_GetListenServerHost() )
|
|
return;
|
|
}
|
|
|
|
g_SoundscapeSystem.FlushSoundscapes(); // don't bother forgetting about the entities
|
|
g_SoundscapeSystem.Init();
|
|
|
|
|
|
if ( engine->IsDedicatedServer() )
|
|
{
|
|
// If the ds console typed it, send it to everyone.
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBasePlayer *pSendToPlayer = UTIL_PlayerByIndex( i );
|
|
if ( pSendToPlayer )
|
|
engine->ClientCommand( pSendToPlayer->edict(), "cl_soundscape_flush\n" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
engine->ClientCommand( pPlayer->edict(), "cl_soundscape_flush\n" );
|
|
}
|
|
}
|
|
|
|
CSoundscapeSystem g_SoundscapeSystem( "CSoundscapeSystem" );
|
|
|
|
extern ConVar soundscape_debug;
|
|
|
|
void CSoundscapeSystem::AddSoundscapeFile( const char *filename )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
// Open the soundscape data file, and abort if we can't
|
|
KeyValues *pKeyValuesData = new KeyValues( filename );
|
|
if ( filesystem->LoadKeyValues( *pKeyValuesData, IFileSystem::TYPE_SOUNDSCAPE, filename, "GAME" ) )
|
|
{
|
|
// parse out all of the top level sections and save their names
|
|
KeyValues *pKeys = pKeyValuesData;
|
|
while ( pKeys )
|
|
{
|
|
if ( pKeys->GetFirstSubKey() )
|
|
{
|
|
if ( g_pDeveloper->GetBool() )
|
|
{
|
|
if ( strstr( pKeys->GetName(), "{" ) )
|
|
{
|
|
Msg("Error parsing soundscape file %s after %s\n", filename, m_soundscapeCount>0 ?m_soundscapes.GetStringText( m_soundscapeCount-1 ) : "FIRST" );
|
|
}
|
|
}
|
|
m_soundscapes.AddString( pKeys->GetName(), m_soundscapeCount );
|
|
|
|
if ( IsGameConsole() )
|
|
{
|
|
AddSoundscapeSounds( pKeys, m_soundscapeCount );
|
|
}
|
|
m_soundscapeCount++;
|
|
}
|
|
pKeys = pKeys->GetNextKey();
|
|
}
|
|
}
|
|
pKeyValuesData->deleteThis();
|
|
}
|
|
|
|
CON_COMMAND_F(sv_soundscape_printdebuginfo, "print soundscapes", FCVAR_CHEAT)
|
|
{
|
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
|
return;
|
|
|
|
g_SoundscapeSystem.PrintDebugInfo();
|
|
}
|
|
|
|
|
|
void CSoundscapeSystem::PrintDebugInfo()
|
|
{
|
|
Msg( "\n------- SERVER SOUNDSCAPES -------\n" );
|
|
for ( int key=m_soundscapes.First(); key != m_soundscapes.InvalidIndex(); key = m_soundscapes.Next( key ) )
|
|
{
|
|
int id = m_soundscapes.GetIDForKey( key );
|
|
const char *pName = m_soundscapes.GetStringForKey( key );
|
|
|
|
Msg( "- %d: %s\n", id, pName );
|
|
}
|
|
Msg( "-------- SOUNDSCAPE ENTITIES -----\n" );
|
|
for( int entityIndex = 0; entityIndex < m_soundscapeEntities.Count(); ++entityIndex )
|
|
{
|
|
CEnvSoundscape *currentSoundscape = m_soundscapeEntities[entityIndex];
|
|
Msg("- %d: %s x:%.4f y:%.4f z:%.4f\n",
|
|
entityIndex,
|
|
STRING(currentSoundscape->GetSoundscapeName()),
|
|
currentSoundscape->GetAbsOrigin().x,
|
|
currentSoundscape->GetAbsOrigin().y,
|
|
currentSoundscape->GetAbsOrigin().z
|
|
);
|
|
}
|
|
Msg( "----------------------------------\n\n" );
|
|
}
|
|
|
|
bool CSoundscapeSystem::Init()
|
|
{
|
|
m_soundscapeCount = 0;
|
|
|
|
const char *mapname = STRING( gpGlobals->mapname );
|
|
const char *mapSoundscapeFilename = NULL;
|
|
if ( mapname && *mapname )
|
|
{
|
|
mapSoundscapeFilename = UTIL_VarArgs( "scripts/soundscapes_%s.txt", V_GetFileName( mapname ) );
|
|
}
|
|
|
|
KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE );
|
|
if ( filesystem->LoadKeyValues( *manifest, IFileSystem::TYPE_SOUNDSCAPE, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) )
|
|
{
|
|
for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
|
|
{
|
|
if ( !Q_stricmp( sub->GetName(), "file" ) )
|
|
{
|
|
// Add
|
|
AddSoundscapeFile( sub->GetString() );
|
|
if ( mapSoundscapeFilename && FStrEq( sub->GetString(), mapSoundscapeFilename ) )
|
|
{
|
|
mapSoundscapeFilename = NULL; // we've already loaded the map's soundscape
|
|
}
|
|
continue;
|
|
}
|
|
|
|
Warning( "CSoundscapeSystem::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n",
|
|
SOUNDSCAPE_MANIFEST_FILE, sub->GetName() );
|
|
}
|
|
|
|
if ( mapSoundscapeFilename && filesystem->FileExists( mapSoundscapeFilename ) )
|
|
{
|
|
AddSoundscapeFile( mapSoundscapeFilename );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Error( "Unable to load manifest file '%s'\n", SOUNDSCAPE_MANIFEST_FILE );
|
|
}
|
|
manifest->deleteThis();
|
|
m_activeIndex = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CSoundscapeSystem::FlushSoundscapes( void )
|
|
{
|
|
m_soundscapeCount = 0;
|
|
m_soundscapes.ClearStrings();
|
|
}
|
|
|
|
void CSoundscapeSystem::Shutdown()
|
|
{
|
|
FlushSoundscapes();
|
|
m_soundscapeEntities.RemoveAll();
|
|
m_activeIndex = 0;
|
|
|
|
if ( IsGameConsole() )
|
|
{
|
|
m_soundscapeSounds.Purge();
|
|
}
|
|
}
|
|
|
|
void CSoundscapeSystem::LevelInitPreEntity()
|
|
{
|
|
g_SoundscapeSystem.Shutdown();
|
|
g_SoundscapeSystem.Init();
|
|
}
|
|
|
|
void CSoundscapeSystem::LevelInitPostEntity()
|
|
{
|
|
if ( IsGameConsole() )
|
|
{
|
|
m_soundscapeSounds.Purge();
|
|
}
|
|
CUtlVector<bbox_t> clusterbounds;
|
|
int clusterCount = engine->GetClusterCount();
|
|
clusterbounds.SetCount( clusterCount );
|
|
engine->GetAllClusterBounds( clusterbounds.Base(), clusterCount );
|
|
m_soundscapesInCluster.SetCount(clusterCount);
|
|
for ( int i = 0; i < clusterCount; i++ )
|
|
{
|
|
m_soundscapesInCluster[i].soundscapeCount = 0;
|
|
m_soundscapesInCluster[i].firstSoundscape = 0;
|
|
}
|
|
unsigned char myPVS[16 * 1024];
|
|
CUtlVector<short> clusterIndexList;
|
|
CUtlVector<short> soundscapeIndexList;
|
|
|
|
// find the clusters visible from each soundscape
|
|
// add this soundscape to the list of soundscapes for that cluster, clip cluster bounds to radius
|
|
for ( int i = 0; i < m_soundscapeEntities.Count(); i++ )
|
|
{
|
|
Vector position = m_soundscapeEntities[i]->GetAbsOrigin();
|
|
float radius = m_soundscapeEntities[i]->m_flRadius;
|
|
float radiusSq = radius * radius;
|
|
engine->GetPVSForCluster( engine->GetClusterForOrigin( position ), sizeof( myPVS ), myPVS );
|
|
for ( int j = 0; j < clusterCount; j++ )
|
|
{
|
|
if ( myPVS[ j >> 3 ] & (1<<(j&7)) )
|
|
{
|
|
float distSq = CalcSqrDistanceToAABB( clusterbounds[j].mins, clusterbounds[j].maxs, position );
|
|
if ( distSq < radiusSq )
|
|
{
|
|
m_soundscapesInCluster[j].soundscapeCount++;
|
|
clusterIndexList.AddToTail(j);
|
|
// UNDONE: Technically you just need a soundscape index and a count for this list.
|
|
soundscapeIndexList.AddToTail(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// basically this part is like a radix sort
|
|
// this is how many entries we need in the soundscape index list
|
|
m_soundscapeIndexList.SetCount(soundscapeIndexList.Count());
|
|
|
|
// now compute the starting index of each cluster
|
|
int firstSoundscape = 0;
|
|
for ( int i = 0; i < clusterCount; i++ )
|
|
{
|
|
m_soundscapesInCluster[i].firstSoundscape = firstSoundscape;
|
|
firstSoundscape += m_soundscapesInCluster[i].soundscapeCount;
|
|
m_soundscapesInCluster[i].soundscapeCount = 0;
|
|
}
|
|
// now add each soundscape index to the appropriate cluster's list
|
|
// The resulting list is precomputing all soundscapes that need to be checked for a player
|
|
// in each cluster. This is used to accelerate the per-frame operations
|
|
for ( int i = 0; i < soundscapeIndexList.Count(); i++ )
|
|
{
|
|
int cluster = clusterIndexList[i];
|
|
int outIndex = m_soundscapesInCluster[cluster].soundscapeCount + m_soundscapesInCluster[cluster].firstSoundscape;
|
|
m_soundscapesInCluster[cluster].soundscapeCount++;
|
|
m_soundscapeIndexList[outIndex] = soundscapeIndexList[i];
|
|
}
|
|
}
|
|
|
|
int CSoundscapeSystem::GetSoundscapeIndex( const char *pName )
|
|
{
|
|
return m_soundscapes.GetStringID( pName );
|
|
}
|
|
|
|
bool CSoundscapeSystem::IsValidIndex( int index )
|
|
{
|
|
if ( index >= 0 && index < m_soundscapeCount )
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
void CSoundscapeSystem::AddSoundscapeEntity( CEnvSoundscape *pSoundscape )
|
|
{
|
|
if ( m_soundscapeEntities.Find( pSoundscape ) == -1 )
|
|
{
|
|
int index = m_soundscapeEntities.AddToTail( pSoundscape );
|
|
pSoundscape->m_soundscapeEntityId = index + 1;
|
|
}
|
|
}
|
|
|
|
void CSoundscapeSystem::RemoveSoundscapeEntity( CEnvSoundscape *pSoundscape )
|
|
{
|
|
m_soundscapeEntities.FindAndRemove( pSoundscape );
|
|
pSoundscape->m_soundscapeEntityId = -1;
|
|
}
|
|
|
|
void CSoundscapeSystem::FrameUpdatePostEntityThink()
|
|
{
|
|
int total = m_soundscapeEntities.Count();
|
|
if ( total > 0 )
|
|
{
|
|
int traceCount = 0;
|
|
int playerCount = 0;
|
|
// budget to do 2 players with 2 traces each tick. Anything more expensive than that should
|
|
// get spread across multiple ticks
|
|
int maxPlayers = 2;
|
|
int maxTraces = maxPlayers * 2;
|
|
if ( soundscape_debug.GetBool() )
|
|
{
|
|
maxTraces = 9999;
|
|
maxPlayers = MAX_PLAYERS;
|
|
}
|
|
|
|
// load balance across server ticks a bit by limiting the numbers of players (get cluster for origin)
|
|
// and traces processed in a single tick. In single player this will update the player every tick
|
|
// because it always does at least one player's full load of work
|
|
for ( int i = 0; i < gpGlobals->maxClients && traceCount <= maxTraces && playerCount <= maxPlayers; i++ )
|
|
{
|
|
m_activeIndex = (m_activeIndex+1) % gpGlobals->maxClients;
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( m_activeIndex + 1 );
|
|
if ( pPlayer && pPlayer->IsNetClient() )
|
|
{
|
|
// check to see if this is the sound entity that is
|
|
// currently affecting this player
|
|
audioparams_t &audio = pPlayer->GetAudioParams();
|
|
|
|
// if we got this far, we're looking at an entity that is contending
|
|
// for current player sound. the closest entity to player wins.
|
|
CEnvSoundscape *pCurrent = NULL;
|
|
if ( audio.entIndex > 0 && audio.entIndex <= m_soundscapeEntities.Count() )
|
|
{
|
|
int ssIndex = audio.entIndex - 1;
|
|
pCurrent = m_soundscapeEntities[ssIndex];
|
|
}
|
|
ss_update_t update;
|
|
update.pPlayer = pPlayer;
|
|
update.pCurrentSoundscape = pCurrent;
|
|
update.playerPosition = pPlayer->EarPosition();
|
|
update.bInRange = false;
|
|
update.currentDistance = 0;
|
|
update.traceCount = 0;
|
|
if ( pCurrent )
|
|
{
|
|
pCurrent->UpdateForPlayer(update);
|
|
}
|
|
|
|
int clusterIndex = engine->GetClusterForOrigin( update.playerPosition );
|
|
|
|
if ( clusterIndex >= 0 && clusterIndex < m_soundscapesInCluster.Count() )
|
|
{
|
|
// find all soundscapes that could possibly attach to this player and update them
|
|
for ( int j = 0; j < m_soundscapesInCluster[clusterIndex].soundscapeCount; j++ )
|
|
{
|
|
int ssIndex = m_soundscapeIndexList[m_soundscapesInCluster[clusterIndex].firstSoundscape + j];
|
|
if ( m_soundscapeEntities[ssIndex] == update.pCurrentSoundscape )
|
|
continue;
|
|
m_soundscapeEntities[ssIndex]->UpdateForPlayer( update );
|
|
}
|
|
}
|
|
playerCount++;
|
|
traceCount += update.traceCount;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CSoundscapeSystem::AddSoundscapeSounds( KeyValues *pSoundscape, int soundscapeIndex )
|
|
{
|
|
if ( !IsGameConsole() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
int i = m_soundscapeSounds.AddToTail();
|
|
Assert( i == soundscapeIndex );
|
|
|
|
KeyValues *pKey = pSoundscape->GetFirstSubKey();
|
|
while ( pKey )
|
|
{
|
|
if ( !Q_strcasecmp( pKey->GetName(), "playlooping" ) )
|
|
{
|
|
KeyValues *pAmbientKey = pKey->GetFirstSubKey();
|
|
while ( pAmbientKey )
|
|
{
|
|
if ( !Q_strcasecmp( pAmbientKey->GetName(), "wave" ) )
|
|
{
|
|
char const *pSoundName = pAmbientKey->GetString();
|
|
m_soundscapeSounds[i].AddToTail( pSoundName );
|
|
}
|
|
pAmbientKey = pAmbientKey->GetNextKey();
|
|
}
|
|
}
|
|
else if ( !Q_strcasecmp( pKey->GetName(), "playrandom" ) )
|
|
{
|
|
KeyValues *pRandomKey = pKey->GetFirstSubKey();
|
|
while ( pRandomKey )
|
|
{
|
|
if ( !Q_strcasecmp( pRandomKey->GetName(), "rndwave" ) )
|
|
{
|
|
KeyValues *pRndWaveKey = pRandomKey->GetFirstSubKey();
|
|
while ( pRndWaveKey )
|
|
{
|
|
if ( !Q_strcasecmp( pRndWaveKey->GetName(), "wave" ) )
|
|
{
|
|
char const *pSoundName = pRndWaveKey->GetString();
|
|
m_soundscapeSounds[i].AddToTail( pSoundName );
|
|
}
|
|
pRndWaveKey = pRndWaveKey->GetNextKey();
|
|
}
|
|
}
|
|
pRandomKey = pRandomKey->GetNextKey();
|
|
}
|
|
}
|
|
else if ( !Q_strcasecmp( pKey->GetName(), "playsoundscape" ) )
|
|
{
|
|
KeyValues *pPlayKey = pKey->GetFirstSubKey();
|
|
while ( pPlayKey )
|
|
{
|
|
if ( !Q_strcasecmp( pPlayKey->GetName(), "name" ) )
|
|
{
|
|
char const *pSoundName = pPlayKey->GetString();
|
|
m_soundscapeSounds[i].AddToTail( pSoundName );
|
|
}
|
|
pPlayKey = pPlayKey->GetNextKey();
|
|
}
|
|
}
|
|
pKey = pKey->GetNextKey();
|
|
}
|
|
}
|
|
|
|
void CSoundscapeSystem::PrecacheSounds( int soundscapeIndex )
|
|
{
|
|
if ( !IsGameConsole() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( !IsValidIndex( soundscapeIndex ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
int count = m_soundscapeSounds[soundscapeIndex].Count();
|
|
for ( int i=0; i<count; i++ )
|
|
{
|
|
const char *pSound = m_soundscapeSounds[soundscapeIndex][i];
|
|
if ( Q_stristr( pSound, ".wav" ) )
|
|
{
|
|
CBaseEntity::PrecacheSound( pSound );
|
|
}
|
|
else
|
|
{
|
|
// recurse into new soundscape
|
|
PrecacheSounds( GetSoundscapeIndex( pSound ) );
|
|
}
|
|
}
|
|
}
|