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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Entities relating to in-level sound effects.
//
// ambient_generic: a sound emitter used for one-shot and looping sounds.
//
// 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 <ctype.h>
#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"
#ifdef PORTAL
#include "portal_gamerules.h"
#endif // PORTAL
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Compute a suitable attenuation value given an audible radius
// Input : radius -
// playEverywhere - (disable attenuation)
//-----------------------------------------------------------------------------
#define REFERENCE_dB 60.0
#define AMBIENT_GENERIC_UPDATE_RATE 5 // update at 5hz
#define AMBIENT_GENERIC_THINK_DELAY ( 1.0f / float( AMBIENT_GENERIC_UPDATE_RATE ) )
#ifdef HL1_DLL
ConVar hl1_ref_db_distance( "hl1_ref_db_distance", "18.0" ); #define REFERENCE_dB_DISTANCE hl1_ref_db_distance.GetFloat()
#else
#define REFERENCE_dB_DISTANCE 36.0
#endif//HL1_DLL
static soundlevel_t ComputeSoundlevel( float radius, bool playEverywhere ) { soundlevel_t soundlevel = SNDLVL_NONE;
if ( radius > 0 && !playEverywhere ) { // attenuation is set to a distance, compute falloff
float dB_loss = 20 * log10( radius / REFERENCE_dB_DISTANCE );
soundlevel = (soundlevel_t)(int)(40 + dB_loss); // sound at 40dB at reference distance
}
return soundlevel; }
// ==================== GENERIC AMBIENT SOUND ======================================
// runtime pitch shift and volume fadein/out structure
// NOTE: IF YOU CHANGE THIS STRUCT YOU MUST CHANGE THE SAVE/RESTORE VERSION NUMBER
// SEE BELOW (in the typedescription for the class)
typedef struct dynpitchvol { // NOTE: do not change the order of these parameters
// NOTE: unless you also change order of rgdpvpreset array elements!
int preset;
int pitchrun; // pitch shift % when sound is running 0 - 255
int pitchstart; // pitch shift % when sound stops or starts 0 - 255
int spinup; // spinup time 0 - 100
int spindown; // spindown time 0 - 100
int volrun; // volume change % when sound is running 0 - 10
int volstart; // volume change % when sound stops or starts 0 - 10
int fadein; // volume fade in time 0 - 100
int fadeout; // volume fade out time 0 - 100
// Low Frequency Oscillator
int lfotype; // 0) off 1) square 2) triangle 3) random
int lforate; // 0 - 1000, how fast lfo osciallates
int lfomodpitch; // 0-100 mod of current pitch. 0 is off.
int lfomodvol; // 0-100 mod of current volume. 0 is off.
int cspinup; // each trigger hit increments counter and spinup pitch
int cspincount;
int pitch; int spinupsav; int spindownsav; int pitchfrac;
int vol; int fadeinsav; int fadeoutsav; int volfrac;
int lfofrac; int lfomult;
} dynpitchvol_t;
#define CDPVPRESETMAX 27
// presets for runtime pitch and vol modulation of ambient sounds
dynpitchvol_t rgdpvpreset[CDPVPRESETMAX] = { // pitch pstart spinup spindwn volrun volstrt fadein fadeout lfotype lforate modptch modvol cspnup
{1, 255, 75, 95, 95, 10, 1, 50, 95, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {2, 255, 85, 70, 88, 10, 1, 20, 88, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {3, 255, 100, 50, 75, 10, 1, 10, 75, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {4, 100, 100, 0, 0, 10, 1, 90, 90, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {5, 100, 100, 0, 0, 10, 1, 80, 80, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {6, 100, 100, 0, 0, 10, 1, 50, 70, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {7, 100, 100, 0, 0, 5, 1, 40, 50, 1, 50, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0}, {8, 100, 100, 0, 0, 5, 1, 40, 50, 1, 150, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0}, {9, 100, 100, 0, 0, 5, 1, 40, 50, 1, 750, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0}, {10,128, 100, 50, 75, 10, 1, 30, 40, 2, 8, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {11,128, 100, 50, 75, 10, 1, 30, 40, 2, 25, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {12,128, 100, 50, 75, 10, 1, 30, 40, 2, 70, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {13,50, 50, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {14,70, 70, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {15,90, 90, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {16,120, 120, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {17,180, 180, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {18,255, 255, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {19,200, 75, 90, 90, 10, 1, 50, 90, 2, 100, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {20,255, 75, 97, 90, 10, 1, 50, 90, 1, 40, 50, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {21,100, 100, 0, 0, 10, 1, 30, 50, 3, 15, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {22,160, 160, 0, 0, 10, 1, 50, 50, 3, 500, 25, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {23,255, 75, 88, 0, 10, 1, 40, 0, 0, 0, 0, 0, 5, 0,0,0,0,0,0,0,0,0,0}, {24,200, 20, 95, 70, 10, 1, 70, 70, 3, 20, 50, 0, 0, 0,0,0,0,0,0,0,0,0,0}, {25,180, 100, 50, 60, 10, 1, 40, 60, 2, 90, 100, 100, 0, 0,0,0,0,0,0,0,0,0,0}, {26,60, 60, 0, 0, 10, 1, 40, 70, 3, 80, 20, 50, 0, 0,0,0,0,0,0,0,0,0,0}, {27,128, 90, 10, 10, 10, 1, 20, 40, 1, 5, 10, 20, 0, 0,0,0,0,0,0,0,0,0,0} };
class CAmbientGeneric : public CPointEntity { public: DECLARE_CLASS( CAmbientGeneric, CPointEntity );
CAmbientGeneric();
bool KeyValue( const char *szKeyName, const char *szValue ); void Spawn( void ); void Precache( void ); void Activate( void ); void RampThink( void ); void InitModulationParms(void); void ComputeMaxAudibleDistance( );
// Rules about which entities need to transmit along with me
virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ); virtual void UpdateOnRemove( void );
void ToggleSound(); void SendSound( SoundFlags_t flags );
// Input handlers
void InputPlaySound( inputdata_t &inputdata ); void InputStopSound( inputdata_t &inputdata ); void InputToggleSound( inputdata_t &inputdata ); void InputPitch( inputdata_t &inputdata ); void InputVolume( inputdata_t &inputdata ); void InputFadeIn( inputdata_t &inputdata ); void InputFadeOut( inputdata_t &inputdata );
DECLARE_DATADESC();
float m_radius; float m_flMaxRadius; soundlevel_t m_iSoundLevel; // dB value
dynpitchvol_t m_dpv;
bool m_fActive; // only true when the entity is playing a looping sound
bool m_fLooping; // true when the sound played will loop
char m_szSoundFile[MAX_PATH]; // Path/filename of WAV or MP3 file to play.
string_t m_sSourceEntName; EHANDLE m_hSoundSource; // entity from which the sound comes
int m_nSoundSourceEntIndex; // In case the entity goes away before we finish stopping the sound...
private: void ValidateSoundFile( void ); string_t m_iszSound; string_t m_iszPrevSound; // track if the sound has changed and we need to re-Validate
};
LINK_ENTITY_TO_CLASS( ambient_generic, CAmbientGeneric );
BEGIN_DATADESC( CAmbientGeneric )
DEFINE_KEYFIELD( m_iszSound, FIELD_SOUNDNAME, "message" ), DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ), DEFINE_KEYFIELD( m_sSourceEntName, FIELD_STRING, "SourceEntityName" ), // recomputed in Activate()
// DEFINE_FIELD( m_hSoundSource, EHANDLE ),
// DEFINE_FIELD( m_nSoundSourceEntIndex, FIELD_INTERGER ),
DEFINE_FIELD( m_flMaxRadius, FIELD_FLOAT ), DEFINE_FIELD( m_fActive, FIELD_BOOLEAN ), DEFINE_FIELD( m_fLooping, FIELD_BOOLEAN ), DEFINE_FIELD( m_iSoundLevel, FIELD_INTEGER ),
// HACKHACK - This is not really in the spirit of the save/restore design, but save this
// out as a binary data block. If the dynpitchvol_t is changed, old saved games will NOT
// load these correctly, so bump the save/restore version if you change the size of the struct
// The right way to do this is to split the input parms (read in keyvalue) into members and re-init this
// struct in Precache(), but it's unlikely that the struct will change, so it's not worth the time right now.
DEFINE_ARRAY( m_dpv, FIELD_CHARACTER, sizeof(dynpitchvol_t) ),
// Function Pointers
DEFINE_FUNCTION( RampThink ),
// Inputs
DEFINE_INPUTFUNC(FIELD_VOID, "PlaySound", InputPlaySound ), DEFINE_INPUTFUNC(FIELD_VOID, "StopSound", InputStopSound ), DEFINE_INPUTFUNC(FIELD_VOID, "ToggleSound", InputToggleSound ), DEFINE_INPUTFUNC(FIELD_FLOAT, "Pitch", InputPitch ), DEFINE_INPUTFUNC(FIELD_FLOAT, "Volume", InputVolume ), DEFINE_INPUTFUNC(FIELD_FLOAT, "FadeIn", InputFadeIn ), DEFINE_INPUTFUNC(FIELD_FLOAT, "FadeOut", InputFadeOut ),
END_DATADESC()
#define SF_AMBIENT_SOUND_EVERYWHERE 1
#define SF_AMBIENT_SOUND_START_SILENT 16
#define SF_AMBIENT_SOUND_NOT_LOOPING 32
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
CAmbientGeneric::CAmbientGeneric() { m_szSoundFile[0] = 0; m_iszSound = NULL_STRING; m_iszPrevSound = NULL_STRING; }
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CAmbientGeneric::Spawn( void ) { m_iSoundLevel = ComputeSoundlevel( m_radius, FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE )?true:false ); ComputeMaxAudibleDistance( );
ValidateSoundFile();
if ( V_strlen( m_szSoundFile ) < 1 ) { Warning( "Empty %s (%s) at %.2f, %.2f, %.2f\n", GetClassname(), GetDebugName(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z ); UTIL_Remove(this); return; }
SetSolid( SOLID_NONE ); SetMoveType( MOVETYPE_NONE );
// Set up think function for dynamic modification
// of ambient sound's pitch or volume. Don't
// start thinking yet.
SetThink(&CAmbientGeneric::RampThink); SetNextThink( TICK_NEVER_THINK );
m_fActive = false;
if ( FBitSet ( m_spawnflags, SF_AMBIENT_SOUND_NOT_LOOPING ) ) { m_fLooping = false; } else { m_fLooping = true; }
m_hSoundSource = NULL; m_nSoundSourceEntIndex = -1;
Precache( );
// init all dynamic modulation parms
InitModulationParms(); }
//-----------------------------------------------------------------------------
// Computes the max audible radius for a given sound level
//-----------------------------------------------------------------------------
#define MIN_AUDIBLE_VOLUME 1.01e-3
void CAmbientGeneric::ComputeMaxAudibleDistance( ) { if (( m_iSoundLevel == SNDLVL_NONE ) || ( m_radius == 0.0f )) { m_flMaxRadius = -1.0f; return; }
// Sadly, there's no direct way of getting at this.
// We have to do an interative computation.
float flGain = enginesound->GetDistGainFromSoundLevel( m_iSoundLevel, m_radius ); if ( flGain <= MIN_AUDIBLE_VOLUME ) { m_flMaxRadius = m_radius; return; }
float flMinRadius = m_radius; float flMaxRadius = m_radius * 2; while ( true ) { // First, find a min + max range surrounding the desired distance gain
float flGain = enginesound->GetDistGainFromSoundLevel( m_iSoundLevel, flMaxRadius ); if ( flGain <= MIN_AUDIBLE_VOLUME ) break;
// Always audible.
if ( flMaxRadius > 1e5 ) { m_flMaxRadius = -1.0f; return; }
flMinRadius = flMaxRadius; flMaxRadius *= 2.0f; }
// Now home in a little bit
int nInterations = 4; while ( --nInterations >= 0 ) { float flTestRadius = (flMinRadius + flMaxRadius) * 0.5f; float flGain = enginesound->GetDistGainFromSoundLevel( m_iSoundLevel, flTestRadius ); if ( flGain <= MIN_AUDIBLE_VOLUME ) { flMaxRadius = flTestRadius; } else { flMinRadius = flTestRadius; } }
m_flMaxRadius = flMaxRadius; }
//-----------------------------------------------------------------------------
// Purpose: Input handler for changing pitch.
// Input : Float new pitch from 0 - 255 (100 = as recorded).
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputPitch( inputdata_t &inputdata ) { m_dpv.pitch = clamp( FastFloatToSmallInt( inputdata.value.Float() ), 0, 255 );
SendSound( SND_CHANGE_PITCH ); }
//-----------------------------------------------------------------------------
// Purpose: Input handler for changing volume.
// Input : Float new volume, from 0 - 10.
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputVolume( inputdata_t &inputdata ) { //
// Multiply the input value by ten since volumes are expected to be from 0 - 100.
//
m_dpv.vol = clamp( RoundFloatToInt( inputdata.value.Float() * 10.f ), 0, 100 ); m_dpv.volfrac = m_dpv.vol << 8;
SendSound( SND_CHANGE_VOL ); }
//-----------------------------------------------------------------------------
// Purpose: Input handler for fading in volume over time.
// Input : Float volume fade in time 0 - 100 seconds
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputFadeIn( inputdata_t &inputdata ) { // cancel any fade out that might be happening
m_dpv.fadeout = 0;
m_dpv.fadein = inputdata.value.Float(); if (m_dpv.fadein > 100) m_dpv.fadein = 100; if (m_dpv.fadein < 0) m_dpv.fadein = 0;
if (m_dpv.fadein > 0) m_dpv.fadein = ( 100 << 8 ) / ( m_dpv.fadein * AMBIENT_GENERIC_UPDATE_RATE );
SetNextThink( gpGlobals->curtime + 0.1f ); }
//-----------------------------------------------------------------------------
// Purpose: Input handler for fading out volume over time.
// Input : Float volume fade out time 0 - 100 seconds
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputFadeOut( inputdata_t &inputdata ) { // cancel any fade in that might be happening
m_dpv.fadein = 0;
m_dpv.fadeout = inputdata.value.Float();
if (m_dpv.fadeout > 100) m_dpv.fadeout = 100; if (m_dpv.fadeout < 0) m_dpv.fadeout = 0;
if (m_dpv.fadeout > 0) m_dpv.fadeout = ( 100 << 8 ) / ( m_dpv.fadeout * AMBIENT_GENERIC_UPDATE_RATE );
SetNextThink( gpGlobals->curtime + 0.1f ); }
void CAmbientGeneric::ValidateSoundFile( void ) { if ( m_iszSound == NULL_STRING ) { m_iszPrevSound = NULL_STRING; m_szSoundFile[0] = 0; return; }
if ( m_iszSound == m_iszPrevSound ) return;
m_iszPrevSound = m_iszSound; char *szSoundFile = (char *)STRING( m_iszSound ); if ( V_strlen( szSoundFile ) < 1 ) return;
char szPathTest[MAX_PATH] = { 0 }; char szNewSoundFile[MAX_PATH] = { 0 };
// try to fix some legacy ambient generic entities that still use .wav file references for vo sounds instead of .mp3
if ( V_strncmp( szSoundFile, "vo", 2 ) == 0 ) { const char *pszExt = V_GetFileExtension( szSoundFile ); if ( pszExt && pszExt[0] && FStrEq( pszExt, "wav" ) ) { V_sprintf_safe( szPathTest, "sound/%s", szSoundFile ); if ( !g_pFullFileSystem->FileExists( szPathTest ) ) { V_strcpy_safe( szNewSoundFile, szSoundFile ); V_SetExtension( szNewSoundFile, ".mp3", ARRAYSIZE( szNewSoundFile ) ); V_sprintf_safe( szPathTest, "sound/%s", szNewSoundFile ); if ( g_pFullFileSystem->FileExists( szPathTest ) ) { szSoundFile = szNewSoundFile; } } } }
V_strcpy_safe( m_szSoundFile, szSoundFile ); }
void CAmbientGeneric::Precache( void ) { if ( V_strlen( m_szSoundFile ) > 1 ) { if ( m_szSoundFile[0] != '!' ) { PrecacheScriptSound( m_szSoundFile ); } }
if ( !FBitSet (m_spawnflags, SF_AMBIENT_SOUND_START_SILENT ) ) { // start the sound ASAP
if (m_fLooping) m_fActive = true; } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CAmbientGeneric::Activate( void ) { BaseClass::Activate();
// Initialize sound source. If no source was given, or source can't be found
// then this is the source
if (m_hSoundSource == NULL) { if (m_sSourceEntName != NULL_STRING) { m_hSoundSource = gEntList.FindEntityByName( NULL, m_sSourceEntName ); if ( m_hSoundSource != NULL ) { m_nSoundSourceEntIndex = m_hSoundSource->entindex(); } }
if (m_hSoundSource == NULL) { m_hSoundSource = this; m_nSoundSourceEntIndex = entindex(); } else { if ( !FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE ) ) { AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); } } }
#ifdef PORTAL
// This is the only way we can silence the radio sound from the first room without touching them map -- jdw
if ( PortalGameRules() && PortalGameRules()->ShouldRemoveRadio() ) { if ( V_strcmp( STRING( gpGlobals->mapname ), "testchmb_a_00" ) == 0 || V_strcmp( STRING( gpGlobals->mapname ), "testchmb_a_11" ) == 0 || V_strcmp( STRING( gpGlobals->mapname ), "testchmb_a_14" ) == 0 ) { if ( V_strcmp( STRING( GetEntityName() ), "radio_sound" ) == 0 ) { UTIL_Remove( this ); return; } } } #endif // PORTAL
// If active start the sound
if ( m_fActive ) { int flags = SND_SPAWNING; // If we are loading a saved game, we can't write into the init/signon buffer here, so just issue
// as a regular sound message...
if ( gpGlobals->eLoadType == MapLoad_Transition || gpGlobals->eLoadType == MapLoad_LoadGame || g_pGameRules->InRoundRestart() ) { flags = SND_NOFLAGS; } // Tracker 76119: 8/12/07 ywb:
// Make sure pitch and volume are set up to the correct value (especially after restoring a .sav file)
flags |= ( SND_CHANGE_PITCH | SND_CHANGE_VOL );
// Don't bother sending over to client if volume is zero, though
if ( m_dpv.vol > 0 ) { SendSound( (SoundFlags_t)flags ); }
SetNextThink( gpGlobals->curtime + 0.1f ); } }
//-----------------------------------------------------------------------------
// Rules about which entities need to transmit along with me
//-----------------------------------------------------------------------------
void CAmbientGeneric::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ) { // Ambient generics never transmit; this is just a way for us to ensure
// the sound source gets transmitted; that's why we don't call pInfo->m_pTransmitEdict->Set
if ( !m_hSoundSource || m_hSoundSource == this || !m_fActive ) return;
// Don't bother sending the position of the source if we have to play everywhere
if ( FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE ) ) return;
Assert( pInfo->m_pClientEnt ); CBaseEntity *pClient = (CBaseEntity*)(pInfo->m_pClientEnt->GetUnknown()); if ( !pClient ) return;
// Send the sound source if he's close enough
if ( ( m_flMaxRadius < 0 ) || ( pClient->GetAbsOrigin().DistToSqr( m_hSoundSource->GetAbsOrigin() ) <= m_flMaxRadius * m_flMaxRadius ) ) { m_hSoundSource->SetTransmit( pInfo, false ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAmbientGeneric::UpdateOnRemove( void ) { if ( m_fActive ) { // Stop the sound we're generating
SendSound( SND_STOP ); }
BaseClass::UpdateOnRemove(); }
//-----------------------------------------------------------------------------
// Purpose: Think at 5hz if we are dynamically modifying pitch or volume of the
// playing sound. This function will ramp pitch and/or volume up or
// down, modify pitch/volume with lfo if active.
//-----------------------------------------------------------------------------
void CAmbientGeneric::RampThink( void ) { int pitch = m_dpv.pitch; int vol = m_dpv.vol; int flags = 0; int fChanged = 0; // false if pitch and vol remain unchanged this round
int prev;
if (!m_dpv.spinup && !m_dpv.spindown && !m_dpv.fadein && !m_dpv.fadeout && !m_dpv.lfotype) return; // no ramps or lfo, stop thinking
// ==============
// pitch envelope
// ==============
if (m_dpv.spinup || m_dpv.spindown) { prev = m_dpv.pitchfrac >> 8;
if (m_dpv.spinup > 0) m_dpv.pitchfrac += m_dpv.spinup; else if (m_dpv.spindown > 0) m_dpv.pitchfrac -= m_dpv.spindown;
pitch = m_dpv.pitchfrac >> 8; if (pitch > m_dpv.pitchrun) { pitch = m_dpv.pitchrun; m_dpv.spinup = 0; // done with ramp up
}
if (pitch < m_dpv.pitchstart) { pitch = m_dpv.pitchstart; m_dpv.spindown = 0; // done with ramp down
// shut sound off
SendSound( SND_STOP ); // return without setting m_flNextThink
return; }
if (pitch > 255) pitch = 255; if (pitch < 1) pitch = 1;
m_dpv.pitch = pitch;
fChanged |= (prev != pitch); flags |= SND_CHANGE_PITCH; }
// ==================
// amplitude envelope
// ==================
if (m_dpv.fadein || m_dpv.fadeout) { prev = m_dpv.volfrac >> 8;
if (m_dpv.fadein > 0) m_dpv.volfrac += m_dpv.fadein; else if (m_dpv.fadeout > 0) m_dpv.volfrac -= m_dpv.fadeout;
vol = m_dpv.volfrac >> 8;
if (vol > m_dpv.volrun) { vol = m_dpv.volrun; m_dpv.volfrac = vol << 8; m_dpv.fadein = 0; // done with ramp up
}
if (vol < m_dpv.volstart) { vol = m_dpv.volstart; m_dpv.vol = vol; m_dpv.volfrac = vol << 8; m_dpv.fadeout = 0; // done with ramp down
// shut sound off
SendSound( SND_STOP ); // return without setting m_flNextThink
return; }
if (vol > 100) { vol = 100; m_dpv.volfrac = vol << 8; } if (vol < 1) { vol = 1; m_dpv.volfrac = vol << 8; }
m_dpv.vol = vol;
fChanged |= (prev != vol); flags |= SND_CHANGE_VOL; }
// ===================
// pitch/amplitude LFO
// ===================
if (m_dpv.lfotype) { int pos;
if (m_dpv.lfofrac > 0x6fffffff) m_dpv.lfofrac = 0;
// update lfo, lfofrac/255 makes a triangle wave 0-255
m_dpv.lfofrac += m_dpv.lforate; pos = m_dpv.lfofrac >> 8;
if (m_dpv.lfofrac < 0) { m_dpv.lfofrac = 0; m_dpv.lforate = abs(m_dpv.lforate); pos = 0; } else if (pos > 255) { pos = 255; m_dpv.lfofrac = (255 << 8); m_dpv.lforate = -abs(m_dpv.lforate); }
switch(m_dpv.lfotype) { case LFO_SQUARE: if (pos < 128) m_dpv.lfomult = 255; else m_dpv.lfomult = 0; break; case LFO_RANDOM: if (pos == 255) m_dpv.lfomult = random->RandomInt(0, 255); break; case LFO_TRIANGLE: default: m_dpv.lfomult = pos; break; }
if (m_dpv.lfomodpitch) { prev = pitch;
// pitch 0-255
pitch += ((m_dpv.lfomult - 128) * m_dpv.lfomodpitch) / 100;
if (pitch > 255) pitch = 255; if (pitch < 1) pitch = 1;
fChanged |= (prev != pitch); flags |= SND_CHANGE_PITCH; }
if (m_dpv.lfomodvol) { // vol 0-100
prev = vol;
vol += ((m_dpv.lfomult - 128) * m_dpv.lfomodvol) / 100;
if (vol > 100) vol = 100; if (vol < 0) vol = 0; fChanged |= (prev != vol); flags |= SND_CHANGE_VOL; }
}
// Send update to playing sound only if we actually changed
// pitch or volume in this routine.
if (flags && fChanged) { if (pitch == PITCH_NORM) pitch = PITCH_NORM + 1; // don't send 'no pitch' !
CBaseEntity* pSoundSource = m_hSoundSource; if (pSoundSource) { ValidateSoundFile();
UTIL_EmitAmbientSound(pSoundSource->GetSoundSourceIndex(), pSoundSource->GetAbsOrigin(), m_szSoundFile, ( vol * 0.01 ), m_iSoundLevel, flags, pitch ); } }
// update ramps at 5hz
SetNextThink( gpGlobals->curtime + AMBIENT_GENERIC_THINK_DELAY ); return; }
//-----------------------------------------------------------------------------
// Purpose: Init all ramp params in preparation to play a new sound.
//-----------------------------------------------------------------------------
void CAmbientGeneric::InitModulationParms(void) { int pitchinc;
m_dpv.volrun = m_iHealth * 10; // 0 - 100
if (m_dpv.volrun > 100) m_dpv.volrun = 100; if (m_dpv.volrun < 0) m_dpv.volrun = 0;
// get presets
if (m_dpv.preset != 0 && m_dpv.preset <= CDPVPRESETMAX) { // load preset values
m_dpv = rgdpvpreset[m_dpv.preset - 1];
// fixup preset values, just like
// fixups in KeyValue routine.
if (m_dpv.spindown > 0) m_dpv.spindown = (101 - m_dpv.spindown) * 64; if (m_dpv.spinup > 0) m_dpv.spinup = (101 - m_dpv.spinup) * 64;
m_dpv.volstart *= 10; m_dpv.volrun *= 10;
if (m_dpv.fadein > 0) m_dpv.fadein = (101 - m_dpv.fadein) * 64; if (m_dpv.fadeout > 0) m_dpv.fadeout = (101 - m_dpv.fadeout) * 64;
m_dpv.lforate *= 256;
m_dpv.fadeinsav = m_dpv.fadein; m_dpv.fadeoutsav = m_dpv.fadeout; m_dpv.spinupsav = m_dpv.spinup; m_dpv.spindownsav = m_dpv.spindown; }
m_dpv.fadein = m_dpv.fadeinsav; m_dpv.fadeout = 0; if (m_dpv.fadein) m_dpv.vol = m_dpv.volstart; else m_dpv.vol = m_dpv.volrun;
m_dpv.spinup = m_dpv.spinupsav; m_dpv.spindown = 0;
if (m_dpv.spinup) m_dpv.pitch = m_dpv.pitchstart; else m_dpv.pitch = m_dpv.pitchrun;
if (m_dpv.pitch == 0) m_dpv.pitch = PITCH_NORM;
m_dpv.pitchfrac = m_dpv.pitch << 8; m_dpv.volfrac = m_dpv.vol << 8;
m_dpv.lfofrac = 0; m_dpv.lforate = abs(m_dpv.lforate);
m_dpv.cspincount = 1; if (m_dpv.cspinup) { pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup;
m_dpv.pitchrun = m_dpv.pitchstart + pitchinc; if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255; }
if ((m_dpv.spinupsav || m_dpv.spindownsav || (m_dpv.lfotype && m_dpv.lfomodpitch)) && (m_dpv.pitch == PITCH_NORM)) m_dpv.pitch = PITCH_NORM + 1; // must never send 'no pitch' as first pitch
// if we intend to pitch shift later!
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that begins playing the sound.
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputPlaySound( inputdata_t &inputdata ) { if (!m_fActive) { //Adrian: Stop our current sound before starting a new one!
SendSound( SND_STOP ); ToggleSound(); } }
//-----------------------------------------------------------------------------
// Purpose: Input handler that stops playing the sound.
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputStopSound( inputdata_t &inputdata ) { if (m_fActive) { ToggleSound(); } }
void CAmbientGeneric::SendSound( SoundFlags_t flags) { ValidateSoundFile();
CBaseEntity* pSoundSource = m_hSoundSource; if ( pSoundSource ) { if ( flags == SND_STOP ) { UTIL_EmitAmbientSound( pSoundSource->GetSoundSourceIndex(), pSoundSource->GetAbsOrigin(), m_szSoundFile, 0, SNDLVL_NONE, flags, 0); } else { UTIL_EmitAmbientSound( pSoundSource->GetSoundSourceIndex(), pSoundSource->GetAbsOrigin(), m_szSoundFile, (m_dpv.vol * 0.01), m_iSoundLevel, flags, m_dpv.pitch); } } else { if ( ( flags == SND_STOP ) && ( m_nSoundSourceEntIndex != -1 ) ) { UTIL_EmitAmbientSound( m_nSoundSourceEntIndex, GetAbsOrigin(), m_szSoundFile, 0, SNDLVL_NONE, flags, 0); } } }
//-----------------------------------------------------------------------------
// Purpose: Input handler that stops playing the sound.
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputToggleSound( inputdata_t &inputdata ) { ToggleSound(); }
//-----------------------------------------------------------------------------
// Purpose: Turns an ambient sound on or off. If the ambient is a looping sound,
// mark sound as active (m_fActive) if it's playing, innactive if not.
// If the sound is not a looping sound, never mark it as active.
// Input : pActivator -
// pCaller -
// useType -
// value -
//-----------------------------------------------------------------------------
void CAmbientGeneric::ToggleSound() { // m_fActive is true only if a looping sound is playing.
if ( m_fActive ) {// turn sound off
if (m_dpv.cspinup) { // Don't actually shut off. Each toggle causes
// incremental spinup to max pitch
if (m_dpv.cspincount <= m_dpv.cspinup) { int pitchinc;
// start a new spinup
m_dpv.cspincount++; pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup;
m_dpv.spinup = m_dpv.spinupsav; m_dpv.spindown = 0;
m_dpv.pitchrun = m_dpv.pitchstart + pitchinc * m_dpv.cspincount; if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255;
SetNextThink( gpGlobals->curtime + 0.1f ); } } else { m_fActive = false; // HACKHACK - this makes the code in Precache() work properly after a save/restore
m_spawnflags |= SF_AMBIENT_SOUND_START_SILENT;
if (m_dpv.spindownsav || m_dpv.fadeoutsav) { // spin it down (or fade it) before shutoff if spindown is set
m_dpv.spindown = m_dpv.spindownsav; m_dpv.spinup = 0;
m_dpv.fadeout = m_dpv.fadeoutsav; m_dpv.fadein = 0; SetNextThink( gpGlobals->curtime + 0.1f ); } else { SendSound( SND_STOP ); // stop sound
} } } else {// turn sound on
// only toggle if this is a looping sound. If not looping, each
// trigger will cause the sound to play. If the sound is still
// playing from a previous trigger press, it will be shut off
// and then restarted.
if (m_fLooping) m_fActive = true; else { // shut sound off now - may be interrupting a long non-looping sound
SendSound( SND_STOP ); // stop sound
} // init all ramp params for startup
InitModulationParms();
SendSound( SND_NOFLAGS ); // send sound
SetNextThink( gpGlobals->curtime + 0.1f );
} }
// KeyValue - load keyvalue pairs into member data of the
// ambient generic. NOTE: called BEFORE spawn!
bool CAmbientGeneric::KeyValue( const char *szKeyName, const char *szValue ) { // NOTE: changing any of the modifiers in this code
// NOTE: also requires changing InitModulationParms code.
// preset
if (FStrEq(szKeyName, "preset")) { m_dpv.preset = atoi(szValue); } // pitchrun
else if (FStrEq(szKeyName, "pitch")) { m_dpv.pitchrun = atoi(szValue); if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255; if (m_dpv.pitchrun < 0) m_dpv.pitchrun = 0; } // pitchstart
else if (FStrEq(szKeyName, "pitchstart")) { m_dpv.pitchstart = atoi(szValue); if (m_dpv.pitchstart > 255) m_dpv.pitchstart = 255; if (m_dpv.pitchstart < 0) m_dpv.pitchstart = 0; } // spinup
else if (FStrEq(szKeyName, "spinup")) { m_dpv.spinup = atoi(szValue); if (m_dpv.spinup > 100) m_dpv.spinup = 100; if (m_dpv.spinup < 0) m_dpv.spinup = 0;
if (m_dpv.spinup > 0) m_dpv.spinup = (101 - m_dpv.spinup) * 64; m_dpv.spinupsav = m_dpv.spinup; } // spindown
else if (FStrEq(szKeyName, "spindown")) { m_dpv.spindown = atoi(szValue); if (m_dpv.spindown > 100) m_dpv.spindown = 100; if (m_dpv.spindown < 0) m_dpv.spindown = 0;
if (m_dpv.spindown > 0) m_dpv.spindown = (101 - m_dpv.spindown) * 64; m_dpv.spindownsav = m_dpv.spindown; } // volstart
else if (FStrEq(szKeyName, "volstart")) { m_dpv.volstart = atoi(szValue);
if (m_dpv.volstart > 10) m_dpv.volstart = 10; if (m_dpv.volstart < 0) m_dpv.volstart = 0; m_dpv.volstart *= 10; // 0 - 100
} // legacy fadein
else if (FStrEq(szKeyName, "fadein")) { m_dpv.fadein = atoi(szValue); if (m_dpv.fadein > 100) m_dpv.fadein = 100; if (m_dpv.fadein < 0) m_dpv.fadein = 0;
if (m_dpv.fadein > 0) m_dpv.fadein = (101 - m_dpv.fadein) * 64; m_dpv.fadeinsav = m_dpv.fadein; } // legacy fadeout
else if (FStrEq(szKeyName, "fadeout")) { m_dpv.fadeout = atoi(szValue); if (m_dpv.fadeout > 100) m_dpv.fadeout = 100; if (m_dpv.fadeout < 0) m_dpv.fadeout = 0;
if (m_dpv.fadeout > 0) m_dpv.fadeout = (101 - m_dpv.fadeout) * 64; m_dpv.fadeoutsav = m_dpv.fadeout; } // fadeinsecs
else if (FStrEq(szKeyName, "fadeinsecs")) { m_dpv.fadein = atoi(szValue);
if (m_dpv.fadein > 100) m_dpv.fadein = 100; if (m_dpv.fadein < 0) m_dpv.fadein = 0;
if (m_dpv.fadein > 0) m_dpv.fadein = ( 100 << 8 ) / ( m_dpv.fadein * AMBIENT_GENERIC_UPDATE_RATE ); m_dpv.fadeinsav = m_dpv.fadein; } // fadeoutsecs
else if (FStrEq(szKeyName, "fadeoutsecs")) { m_dpv.fadeout = atoi(szValue);
if (m_dpv.fadeout > 100) m_dpv.fadeout = 100; if (m_dpv.fadeout < 0) m_dpv.fadeout = 0;
if (m_dpv.fadeout > 0) m_dpv.fadeout = ( 100 << 8 ) / ( m_dpv.fadeout * AMBIENT_GENERIC_UPDATE_RATE ); m_dpv.fadeoutsav = m_dpv.fadeout; } // lfotype
else if (FStrEq(szKeyName, "lfotype")) { m_dpv.lfotype = atoi(szValue); if (m_dpv.lfotype > 4) m_dpv.lfotype = LFO_TRIANGLE; } // lforate
else if (FStrEq(szKeyName, "lforate")) { m_dpv.lforate = atoi(szValue); if (m_dpv.lforate > 1000) m_dpv.lforate = 1000; if (m_dpv.lforate < 0) m_dpv.lforate = 0;
m_dpv.lforate *= 256; } // lfomodpitch
else if (FStrEq(szKeyName, "lfomodpitch")) { m_dpv.lfomodpitch = atoi(szValue); if (m_dpv.lfomodpitch > 100) m_dpv.lfomodpitch = 100; if (m_dpv.lfomodpitch < 0) m_dpv.lfomodpitch = 0; }
// lfomodvol
else if (FStrEq(szKeyName, "lfomodvol")) { m_dpv.lfomodvol = atoi(szValue); if (m_dpv.lfomodvol > 100) m_dpv.lfomodvol = 100; if (m_dpv.lfomodvol < 0) m_dpv.lfomodvol = 0; } // cspinup
else if (FStrEq(szKeyName, "cspinup")) { m_dpv.cspinup = atoi(szValue); if (m_dpv.cspinup > 100) m_dpv.cspinup = 100; if (m_dpv.cspinup < 0) m_dpv.cspinup = 0; } else return BaseClass::KeyValue( szKeyName, szValue );
return true; }
// =================== 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[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; }
//-----------------------------------------------------------------------------
// 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 ( V_strstr( pAmbient->m_szSoundFile, "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; }
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