Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SND_CHANNELS_H
#define SND_CHANNELS_H
#include "mathlib/vector.h"
#if defined( _WIN32 )
#pragma once
#endif
class CSfxTable;
class CAudioMixer;
typedef int SoundSource;
// DO NOT REORDER: indices to fvolume arrays in channel_t
#define IFRONT_LEFT 0 // NOTE: must correspond to order of fvolume array below!
#define IFRONT_RIGHT 1
#define IREAR_LEFT 2
#define IREAR_RIGHT 3
#define IFRONT_CENTER 4
#define IFRONT_CENTER0 5 // dummy slot - center channel is mono, but mixers reference volume[1] slot
#define IFRONT_LEFTD 6 // start of doppler right array
#define IFRONT_RIGHTD 7
#define IREAR_LEFTD 8
#define IREAR_RIGHTD 9
#define IFRONT_CENTERD 10
#define IFRONT_CENTERD0 11 // dummy slot - center channel is mono, but mixers reference volume[1] slot
#define CCHANVOLUMES 12
//-----------------------------------------------------------------------------
// Purpose: Each currently playing wave is stored in a channel
//-----------------------------------------------------------------------------
// NOTE: 128bytes. These are memset to zero at some points. Do not add virtuals without changing that pattern.
// UNDONE: now 300 bytes...
struct channel_t
{
int guid; // incremented each time a channel is allocated (to match with channel free in tools, etc.)
int userdata; // user specified data for syncing to tools
CSfxTable *sfx; // the actual sound
CAudioMixer *pMixer; // The sound's instance data for this channel
// speaker channel volumes, indexed using IFRONT_LEFT to IFRONT_CENTER.
// NOTE: never access these fvolume[] elements directly! Use channel helpers in snd_dma.cpp.
float fvolume[CCHANVOLUMES]; // 0.0-255.0 current output volumes
float fvolume_target[CCHANVOLUMES]; // 0.0-255.0 target output volumes
float fvolume_inc[CCHANVOLUMES]; // volume increment, per frame, moves volume[i] to vol_target[i] (per spatialization)
uint nFreeChannelAtSampleTime;
SoundSource soundsource; // see iclientsound.h for description.
int entchannel; // sound channel (CHAN_STREAM, CHAN_VOICE, etc.)
int speakerentity; // 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
short master_vol; // 0-255 master volume
short basePitch; // base pitch percent (100% is normal pitch playback)
float pitch; // real-time pitch after any modulation or shift by dynamic data
int mixgroups[8]; // sound belongs to these mixgroups: world, actor, player weapon, explosion etc.
int last_mixgroupid;// last mixgroupid selected
float last_vol; // last volume after spatialization
Vector origin; // origin of sound effect
Vector direction; // direction of the sound
float dist_mult; // distance multiplier (attenuation/clipK)
float dspmix; // 0 - 1.0 proportion of dsp to mix with original sound, based on distance
float dspface; // -1.0 - 1.0 (1.0 = facing listener)
float distmix; // 0 - 1.0 proportion based on distance from listner (1.0 - 100% wav right - far)
float dsp_mix_min; // for dspmix calculation - set by current preset in SND_GetDspMix
float dsp_mix_max; // for dspmix calculation - set by current preset in SND_GetDspMix
float radius; // Radius of this sound effect (spatialization is different within the radius)
float ob_gain; // gain drop if sound source obscured from listener
float ob_gain_target; // target gain while crossfading between ob_gain & ob_gain_target
float ob_gain_inc; // crossfade increment
short activeIndex;
char wavtype; // 0 default, CHAR_DOPPLER, CHAR_DIRECTIONAL, CHAR_DISTVARIANT
char pad;
char sample_prev[8]; // last sample(s) in previous input data buffer - space for 2, 16 bit, stereo samples
int initialStreamPosition;
int special_dsp;
union
{
unsigned int flagsword;
struct
{
bool bUpdatePositions : 1; // if true, assume sound source can move and update according to entity
bool isSentence : 1; // true if playing linked sentence
bool bdry : 1; // if true, bypass all dsp processing for this sound (ie: music)
bool bSpeaker : 1; // true if sound is playing through in-game speaker entity.
bool bstereowav : 1; // if true, a stereo .wav file is the sample data source
bool delayed_start : 1; // If true, sound had a delay and so same sound on same channel won't channel steal from it
bool fromserver : 1; // for snd_show, networked sounds get colored differently than local sounds
bool bfirstpass : 1; // true if this is first time sound is spatialized
bool bTraced : 1; // true if channel was already checked this frame for obscuring
bool bfast_pitch : 1; // true if using low quality pitch (fast, but no interpolation)
bool m_bIsFreeingChannel : 1; // true when inside S_FreeChannel - prevents reentrance
bool m_bCompatibilityAttenuation : 1; // True when we want to use goldsrc compatibility mode for the attenuation
// In that case, dist_mul is set to a relatively meaningful value in StartDynamic/StartStaticSound,
// but we interpret it totally differently in SND_GetGain.
bool m_bShouldPause : 1; // if true, sound should pause when the game is paused
bool m_bIgnorePhonemes : 1; // if true, we don't want to drive animation w/ phoneme data
} flags;
};
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define MAX_CHANNELS 128
#define MAX_DYNAMIC_CHANNELS 64
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
extern channel_t channels[MAX_CHANNELS];
// 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
// MAX_DYNAMIC_CHANNELS to total_channels = static sounds
extern int total_channels;
class CChannelList
{
public:
int Count();
int GetChannelIndex( int listIndex );
channel_t *GetChannel( int listIndex );
void RemoveChannelFromList( int listIndex );
bool IsQuashed( int listIndex );
int m_count;
short m_list[MAX_CHANNELS];
bool m_quashed[MAX_CHANNELS]; // if true, the channel should be advanced, but not mixed, because it's been heuristically suppressed
CUtlVector< int > m_nSpecialDSPs;
bool m_hasSpeakerChannels : 1;
bool m_hasDryChannels : 1;
bool m_has11kChannels : 1;
bool m_has22kChannels : 1;
bool m_has44kChannels : 1;
};
inline int CChannelList::Count()
{
return m_count;
}
inline int CChannelList::GetChannelIndex( int listIndex )
{
return m_list[listIndex];
}
inline channel_t *CChannelList::GetChannel( int listIndex )
{
return &channels[GetChannelIndex(listIndex)];
}
inline bool CChannelList::IsQuashed( int listIndex )
{
return m_quashed[listIndex];
}
inline void CChannelList::RemoveChannelFromList( int listIndex )
{
// decrease the count by one, and swap the deleted channel with
// the last one.
m_count--;
if ( m_count > 0 && listIndex != m_count )
{
m_list[listIndex] = m_list[m_count];
m_quashed[listIndex] = m_quashed[m_count];
}
}
class CActiveChannels
{
public:
void Add( channel_t *pChannel );
void Remove( channel_t *pChannel );
void GetActiveChannels( CChannelList &list );
void Init();
int GetActiveCount() { return m_count; }
private:
int m_count;
short m_list[MAX_CHANNELS];
};
extern CActiveChannels g_ActiveChannels;
//=============================================================================
#endif // SND_CHANNELS_H