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135 lines
4.7 KiB
135 lines
4.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Applicaton-level hooks for clients of the audio subsystem
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef SOUNDSERVICE_H
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#define SOUNDSERVICE_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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class Vector;
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class QAngle;
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class CAudioSource;
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typedef int SoundSource;
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struct SpatializationInfo_t;
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typedef void *FileNameHandle_t;
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struct StartSoundParams_t;
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#include "utlrbtree.h"
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//-----------------------------------------------------------------------------
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// Purpose: Services required by the audio system to function, this facade
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// defines the bridge between the audio code and higher level
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// systems.
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//
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// Note that some of these currently suggest that certain
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// functionality would like to exist at a deeper layer so
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// systems like audio can take advantage of them
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// diectly (toml 05-02-02)
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//-----------------------------------------------------------------------------
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abstract_class ISoundServices
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{
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public:
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//---------------------------------
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// Allocate a block of memory that will be automatically
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// cleaned up on level change
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//---------------------------------
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virtual void *LevelAlloc( int nBytes, const char *pszTag ) = 0;
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//---------------------------------
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// Notification that someone called S_ExtraUpdate()
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//---------------------------------
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virtual void OnExtraUpdate() = 0;
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//---------------------------------
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// Return false if the entity doesn't exist or is out of the PVS, in which case the sound shouldn't be heard.
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//---------------------------------
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virtual bool GetSoundSpatialization( int entIndex, SpatializationInfo_t& info ) = 0;
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//---------------------------------
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// This is the client's clock, which follows the servers and thus isn't 100% smooth all the time (it is in single player)
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//---------------------------------
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virtual float GetClientTime() = 0;
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//---------------------------------
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// This is the engine's filtered timer, it's pretty smooth all the time
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//---------------------------------
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virtual float GetHostTime() = 0;
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//---------------------------------
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//---------------------------------
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virtual int GetViewEntity() = 0;
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//---------------------------------
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//---------------------------------
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virtual float GetHostFrametime() = 0;
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virtual void SetSoundFrametime( float realDt, float hostDt ) = 0;
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//---------------------------------
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//---------------------------------
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virtual int GetServerCount() = 0;
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//---------------------------------
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//---------------------------------
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virtual bool IsPlayer( SoundSource source ) = 0;
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//---------------------------------
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//---------------------------------
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virtual void OnChangeVoiceStatus( int entity, bool status) = 0;
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// Is the player fully connected (don't do DSP processing if not)
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virtual bool IsConnected() = 0;
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// Calls into client .dll with list of close caption tokens to construct a caption out of
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virtual void EmitSentenceCloseCaption( char const *tokenstream ) = 0;
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// Calls into client .dll with list of close caption tokens to construct a caption out of
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virtual void EmitCloseCaption( char const *captionname, float duration ) = 0;
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virtual char const *GetGameDir() = 0;
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// If the game is paused, certain audio will pause, too (anything with phoneme/sentence data for now)
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virtual bool IsGamePaused() = 0;
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// If the game is not active, certain audio will pause
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virtual bool IsGameActive() = 0;
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// restarts the sound system externally
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virtual void RestartSoundSystem() = 0;
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virtual void GetAllSoundFilesReferencedInReslists( CUtlRBTree< FileNameHandle_t, int >& list ) = 0;
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virtual void GetAllManifestFiles( CUtlRBTree< FileNameHandle_t, int >& list ) = 0;
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virtual void GetAllSoundFilesInManifest( CUtlRBTree< FileNameHandle_t, int >& list, char const *manifestfile ) = 0;
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virtual void CacheBuildingStart() = 0;
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virtual void CacheBuildingUpdateProgress( float percent, char const *cachefile ) = 0;
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virtual void CacheBuildingFinish() = 0;
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// For building sound cache manifests
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virtual int GetPrecachedSoundCount() = 0;
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virtual char const *GetPrecachedSound( int index ) = 0;
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virtual void OnSoundStarted( int guid, StartSoundParams_t& params, char const *soundname ) = 0;
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virtual void OnSoundStopped( int guid, int soundsource, int channel, char const *soundname ) = 0;
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virtual bool GetToolSpatialization( int iUserData, int guid, SpatializationInfo_t& info ) = 0;
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#if defined( _XBOX )
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virtual bool ShouldSuppressNonUISounds() = 0;
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#endif
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virtual char const *GetUILanguage() = 0;
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};
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//-------------------------------------
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extern ISoundServices *g_pSoundServices;
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//=============================================================================
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#endif // SOUNDSERVICE_H
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