Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef SNDINFO_H
#define SNDINFO_H
#ifdef _WIN32
#pragma once
#endif
class Vector;
#include "utlsymbol.h"
// Handy defines for EmitSound
#define SOUND_FROM_LOCAL_PLAYER -1
#define SOUND_FROM_WORLD 0
// These are used to feed a soundlevel to the sound system and have it use
// goldsrc-type attenuation. We should use this as little as possible and
// phase it out as soon as possible.
// Take a regular sndlevel and convert it to compatibility mode.
#define SNDLEVEL_TO_COMPATIBILITY_MODE( x ) ((soundlevel_t)(int)( (x) + 256 ))
// Take a compatibility-mode sndlevel and get the REAL sndlevel out of it.
#define SNDLEVEL_FROM_COMPATIBILITY_MODE( x ) ((soundlevel_t)(int)( (x) - 256 ))
// Tells if the given sndlevel is marked as compatibility mode.
#define SNDLEVEL_IS_COMPATIBILITY_MODE( x ) ( (x) >= 256 )
// Sound guids are assigned on the server starting at 1
// On the client, they are assigned by the sound system starting at 0x80000001
typedef uint32 SoundGuid_t;
#define INVALID_SOUND_GUID (SoundGuid_t)0
//-----------------------------------------------------------------------------
// Purpose: Client side only
//-----------------------------------------------------------------------------
struct SndInfo_t
{
// Sound Guid
SoundGuid_t m_nGuid;
FileNameHandle_t m_filenameHandle; // filesystem filename handle - call IFilesystem to conver this to a string
CEntityIndex m_nSoundSource;
int m_nChannel;
// If a sound is being played through a speaker entity (e.g., on a monitor,), this is the
// entity upon which to show the lips moving, if the sound has sentence data
CEntityIndex m_nSpeakerEntity;
float m_flVolume;
float m_flLastSpatializedVolume;
// Radius of this sound effect (spatialization is different within the radius)
float m_flRadius;
int m_nPitch;
Vector *m_pOrigin;
Vector *m_pDirection;
// if true, assume sound source can move and update according to entity
bool m_bUpdatePositions;
// true if playing linked sentence
bool m_bIsSentence;
// if true, bypass all dsp processing for this sound (ie: music)
bool m_bDryMix;
// true if sound is playing through in-game speaker entity.
bool m_bSpeaker;
// for snd_show, networked sounds get colored differently than local sounds
bool m_bFromServer;
};
//-----------------------------------------------------------------------------
// Hearing info
//-----------------------------------------------------------------------------
struct AudioState_t
{
AudioState_t()
{
Clear();
}
void Clear()
{
m_Origin.Init();
m_Angles.Init();
m_nViewEntity.SetRaw( -1 );
m_bValid = false;
m_bIsUnderwater = false;
}
Vector m_Origin;
QAngle m_Angles;
CEntityIndex m_nViewEntity;
bool m_bIsUnderwater : 1;
bool m_bValid : 1;
};
#endif // SNDINFO_H