Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Applicaton-level hooks for clients of the audio subsystem
//
// $NoKeywords: $
//=============================================================================//
#ifndef SOUNDSERVICE_H
#define SOUNDSERVICE_H
#if defined( _WIN32 )
#pragma once
#endif
class Vector;
class QAngle;
class CAudioSource;
typedef int SoundSource;
struct SpatializationInfo_t;
typedef void *FileNameHandle_t;
struct StartSoundParams_t;
#include "utlrbtree.h"
//-----------------------------------------------------------------------------
// Purpose: Services required by the audio system to function, this facade
// defines the bridge between the audio code and higher level
// systems.
//
// Note that some of these currently suggest that certain
// functionality would like to exist at a deeper layer so
// systems like audio can take advantage of them
// diectly (toml 05-02-02)
//-----------------------------------------------------------------------------
abstract_class ISoundServices
{
public:
//---------------------------------
// Allocate a block of memory that will be automatically
// cleaned up on level change
//---------------------------------
virtual void *LevelAlloc( int nBytes, const char *pszTag ) = 0;
//---------------------------------
// Notification that someone called S_ExtraUpdate()
//---------------------------------
virtual void OnExtraUpdate() = 0;
//---------------------------------
// Return false if the entity doesn't exist or is out of the PVS, in which case the sound shouldn't be heard.
//---------------------------------
virtual bool GetSoundSpatialization( int entIndex, SpatializationInfo_t& info ) = 0;
//---------------------------------
// This is the client's clock, which follows the servers and thus isn't 100% smooth all the time (it is in single player)
//---------------------------------
virtual float GetClientTime() = 0;
//---------------------------------
// This is the engine's filtered timer, it's pretty smooth all the time
//---------------------------------
virtual float GetHostTime() = 0;
//---------------------------------
//---------------------------------
virtual int GetViewEntity() = 0;
//---------------------------------
//---------------------------------
virtual float GetHostFrametime() = 0;
virtual void SetSoundFrametime( float realDt, float hostDt ) = 0;
//---------------------------------
//---------------------------------
virtual int GetServerCount() = 0;
//---------------------------------
//---------------------------------
virtual bool IsPlayer( SoundSource source ) = 0;
//---------------------------------
//---------------------------------
virtual void OnChangeVoiceStatus( int entity, bool status) = 0;
// Is the player fully connected (don't do DSP processing if not)
virtual bool IsConnected() = 0;
// Calls into client .dll with list of close caption tokens to construct a caption out of
virtual void EmitSentenceCloseCaption( char const *tokenstream ) = 0;
// Calls into client .dll with list of close caption tokens to construct a caption out of
virtual void EmitCloseCaption( char const *captionname, float duration ) = 0;
virtual char const *GetGameDir() = 0;
// If the game is paused, certain audio will pause, too (anything with phoneme/sentence data for now)
virtual bool IsGamePaused() = 0;
// If the game is not active, certain audio will pause
virtual bool IsGameActive() = 0;
// restarts the sound system externally
virtual void RestartSoundSystem() = 0;
virtual void GetAllSoundFilesReferencedInReslists( CUtlRBTree< FileNameHandle_t, int >& list ) = 0;
virtual void GetAllManifestFiles( CUtlRBTree< FileNameHandle_t, int >& list ) = 0;
virtual void GetAllSoundFilesInManifest( CUtlRBTree< FileNameHandle_t, int >& list, char const *manifestfile ) = 0;
virtual void CacheBuildingStart() = 0;
virtual void CacheBuildingUpdateProgress( float percent, char const *cachefile ) = 0;
virtual void CacheBuildingFinish() = 0;
// For building sound cache manifests
virtual int GetPrecachedSoundCount() = 0;
virtual char const *GetPrecachedSound( int index ) = 0;
virtual void OnSoundStarted( int guid, StartSoundParams_t& params, char const *soundname ) = 0;
virtual void OnSoundStopped( int guid, int soundsource, int channel, char const *soundname ) = 0;
virtual bool GetToolSpatialization( int iUserData, int guid, SpatializationInfo_t& info ) = 0;
#if defined( _XBOX )
virtual bool ShouldSuppressNonUISounds() = 0;
#endif
virtual char const *GetUILanguage() = 0;
};
//-------------------------------------
extern ISoundServices *g_pSoundServices;
//=============================================================================
#endif // SOUNDSERVICE_H