Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Sound management functions. Exposes a list of available sounds.
//
// $NoKeywords: $
//=============================================================================//
#ifndef SOUNDSSYSTEM_H
#define SOUNDSSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
//-----------------------------------------------------------------------------
// Contains lists of all sounds available for use
//-----------------------------------------------------------------------------
enum SoundType_t
{
SOUND_TYPE_RAW = 0,
SOUND_TYPE_GAMESOUND,
SOUND_TYPE_SCENE, // vcd file
SOUND_TYPE_COUNT,
};
class CSoundSystem
{
public:
CSoundSystem(void);
virtual ~CSoundSystem(void);
bool Initialize( );
void ShutDown(void);
// Build the list of sounds
bool BuildSoundList( SoundType_t type );
// Sound list iteration
int SoundCount( SoundType_t type );
const char *SoundName( SoundType_t type, int nIndex );
const char *SoundFile( SoundType_t type, int nIndex );
const char *SoundSourceFile( SoundType_t type, int nIndex );
// Search through all the sounds for the specified one.
bool FindSoundByName( const char *pFilename, SoundType_t *type, int *nIndex );
// Plays a sound
bool Play( SoundType_t type, int nIndex );
bool PlayScene( const char *pFileName ); // Play the first sound in the specified scene.
// Stops any playing sound.
void StopSound();
// Opens the source file associated with a sound
void OpenSource( SoundType_t type, int nIndex );
private:
struct SoundInfo_t
{
char *m_pSoundName;
char *m_pSoundFile;
const char *m_pSourceFile;
};
struct StringCache_t
{
enum
{
STRING_CACHE_SIZE = 128 * 1024,
};
char m_pBuf[STRING_CACHE_SIZE];
int m_nTailIndex; // Next address to fill
StringCache_t *m_pNext;
};
struct SoundList_t
{
CUtlVector< SoundInfo_t > m_Sounds;
StringCache_t *m_pStrings;
};
private:
typedef bool (CSoundSystem::*pDirCallbackFn)( const char *pDirectoryName );
// Allocate, deallocate a string cache
StringCache_t *CreateStringCache( StringCache_t* pPrevious );
void DestroyStringCache( StringCache_t *pCache );
// Adds a string to the string cache
char *AddStringToCache( SoundType_t type, const char *pString );
// Adds a sound to a sound list
void AddSoundToList( SoundType_t type, const char *pSoundName, const char *pActualFile, const char *pSourceFile );
// Cleans up the sound list
void CleanupSoundList( SoundType_t type );
// Goes into all subdirectories and calls the callback for each one..
bool RecurseIntoDirectories( char const* pDirectoryName, pDirCallbackFn fn );
// Add all sounds that lie within a single directory recursively
bool ProcessDirectory_RawFileList( char const* pDirectoryName );
bool ProcessDirectory_SceneFileList( char const* pDirectoryName );
// Add all sounds that lie within a single directory
void BuildFileListInDirectory( char const* pDirectoryName, const char *pExt, SoundType_t soundType );
// Gamesounds may have macros embedded in them
void AddGameSoundToList( const char *pGameSound, char const *pFileName, const char *pSourceFile );
// Load all game sounds from a particular file
void AddGameSoundsFromFile( const char *pFileName );
// Populate the list of game sounds
bool BuildGameSoundList();
private:
SoundList_t m_SoundList[SOUND_TYPE_COUNT];
};
//-----------------------------------------------------------------------------
// Sound list iteration
//-----------------------------------------------------------------------------
inline int CSoundSystem::SoundCount( SoundType_t type )
{
return m_SoundList[type].m_Sounds.Count();
}
inline const char *CSoundSystem::SoundName( SoundType_t type, int nIndex )
{
return m_SoundList[type].m_Sounds[nIndex].m_pSoundName;
}
inline const char *CSoundSystem::SoundFile( SoundType_t type, int nIndex )
{
return m_SoundList[type].m_Sounds[nIndex].m_pSoundFile;
}
inline const char *CSoundSystem::SoundSourceFile( SoundType_t type, int nIndex )
{
return m_SoundList[type].m_Sounds[nIndex].m_pSourceFile;
}
extern CSoundSystem g_Sounds;
#endif // SOUNDSYSTEM_H