Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ENVMICROPHONE_H
#define ENVMICROPHONE_H
#ifdef _WIN32
#pragma once
#endif
class CBaseFilter;
const int SF_MICROPHONE_SOUND_COMBAT = 0x01;
const int SF_MICROPHONE_SOUND_WORLD = 0x02;
const int SF_MICROPHONE_SOUND_PLAYER = 0x04;
const int SF_MICROPHONE_SOUND_BULLET_IMPACT = 0x08;
const int SF_MICROPHONE_SWALLOW_ROUTED_SOUNDS = 0x10;
const int SF_MICROPHONE_SOUND_EXPLOSION = 0x20;
const int SF_MICROPHONE_IGNORE_NONATTENUATED = 0x40;
// Return codes from SoundPlayed
enum MicrophoneResult_t
{
MicrophoneResult_Ok = 0,
MicrophoneResult_Swallow, // The microphone swallowed the sound. Don't play it.
MicrophoneResult_Remove, // The microphone should be removed from the list of microphones.
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEnvMicrophone : public CPointEntity
{
DECLARE_CLASS( CEnvMicrophone, CPointEntity );
public:
~CEnvMicrophone();
void Spawn(void);
void Activate(void);
void OnRestore( void );
void ActivateSpeaker( void );
void Think(void);
bool CanHearSound(CSound *pSound, float &flVolume);
bool CanHearSound( int entindex, soundlevel_t soundlevel, float &flVolume, const Vector *pOrigin );
void SetSensitivity( float flSensitivity );
void SetSpeakerName( string_t iszSpeakerName );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputSetSpeakerName( inputdata_t &inputdata );
DECLARE_DATADESC();
// Hook for the sound system to tell us when a sound's been played. Returns true if it's to swallow the passed in sound.
static bool OnSoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel,
float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins );
private:
// Per-microphone notification that a sound has played.
MicrophoneResult_t SoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel,
float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins );
bool m_bDisabled; // If true, the microphone will not measure sound.
EHANDLE m_hMeasureTarget; // Point at which to measure sound level.
int m_nSoundMask; // Which sound types we are interested in.
float m_flSensitivity; // 0 = deaf, 1 = default, 10 = maximum sensitivity
float m_flSmoothFactor; // 0 = no smoothing of samples, 0.9 = maximum smoothing
float m_flMaxRange; // Maximum sound hearing range, irrelevant of attenuation
string_t m_iszSpeakerName; // Name of a speaker to output any heard sounds through
EHANDLE m_hSpeaker; // Speaker to output any heard sounds through
bool m_bAvoidFeedback;
int m_iSpeakerDSPPreset; // Speaker DSP preset to use when this microphone is enabled
string_t m_iszListenFilter;
CHandle<CBaseFilter> m_hListenFilter;
COutputFloat m_SoundLevel; // Fired when the sampled volume level changes.
COutputEvent m_OnRoutedSound; // Fired when a sound has been played through our speaker
COutputEvent m_OnHeardSound; // Heard sound.
char m_szLastSound[256];
};
#endif // ENVMICROPHONE_H