Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements an entity that measures sound volume at a point in a map.
//
// This entity listens as though it is an NPC, meaning it will only
// hear sounds that were emitted using the CSound::InsertSound function.
//
// It does not hear danger sounds since they are not technically sounds.
//
//=============================================================================
#include "cbase.h"
#include "entityinput.h"
#include "entityoutput.h"
#include "eventqueue.h"
#include "mathlib/mathlib.h"
#include "soundent.h"
#include "envmicrophone.h"
#include "soundflags.h"
#include "engine/IEngineSound.h"
#include "filters.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//#define DEBUG_MICROPHONE
const float MICROPHONE_SETTLE_EPSILON = 0.005;
// List of env_microphones who want to be told whenever a sound is started
static CUtlVector< CHandle<CEnvMicrophone> > s_Microphones;
LINK_ENTITY_TO_CLASS(env_microphone, CEnvMicrophone);
BEGIN_DATADESC( CEnvMicrophone )
DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"),
DEFINE_FIELD(m_hMeasureTarget, FIELD_EHANDLE),
DEFINE_KEYFIELD(m_nSoundMask, FIELD_INTEGER, "SoundMask"),
DEFINE_KEYFIELD(m_flSensitivity, FIELD_FLOAT, "Sensitivity"),
DEFINE_KEYFIELD(m_flSmoothFactor, FIELD_FLOAT, "SmoothFactor"),
DEFINE_KEYFIELD(m_iszSpeakerName, FIELD_STRING, "SpeakerName"),
DEFINE_KEYFIELD(m_iszListenFilter, FIELD_STRING, "ListenFilter"),
DEFINE_FIELD(m_hListenFilter, FIELD_EHANDLE),
DEFINE_FIELD(m_hSpeaker, FIELD_EHANDLE),
// DEFINE_FIELD(m_bAvoidFeedback, FIELD_BOOLEAN), // DONT SAVE
DEFINE_KEYFIELD(m_iSpeakerDSPPreset, FIELD_INTEGER, "speaker_dsp_preset" ),
DEFINE_KEYFIELD(m_flMaxRange, FIELD_FLOAT, "MaxRange"),
DEFINE_AUTO_ARRAY(m_szLastSound, FIELD_CHARACTER),
DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
DEFINE_INPUTFUNC(FIELD_STRING, "SetSpeakerName", InputSetSpeakerName),
DEFINE_OUTPUT(m_SoundLevel, "SoundLevel"),
DEFINE_OUTPUT(m_OnRoutedSound, "OnRoutedSound" ),
DEFINE_OUTPUT(m_OnHeardSound, "OnHeardSound" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEnvMicrophone::~CEnvMicrophone( void )
{
s_Microphones.FindAndRemove( this );
}
//-----------------------------------------------------------------------------
// Purpose: Called before spawning, after keyvalues have been handled.
//-----------------------------------------------------------------------------
void CEnvMicrophone::Spawn(void)
{
//
// Build our sound type mask from our spawnflags.
//
static int nFlags[][2] =
{
{ SF_MICROPHONE_SOUND_COMBAT, SOUND_COMBAT },
{ SF_MICROPHONE_SOUND_WORLD, SOUND_WORLD },
{ SF_MICROPHONE_SOUND_PLAYER, SOUND_PLAYER },
{ SF_MICROPHONE_SOUND_BULLET_IMPACT, SOUND_BULLET_IMPACT },
{ SF_MICROPHONE_SOUND_EXPLOSION, SOUND_CONTEXT_EXPLOSION },
};
for (int i = 0; i < sizeof(nFlags) / sizeof(nFlags[0]); i++)
{
if (m_spawnflags & nFlags[i][0])
{
m_nSoundMask |= nFlags[i][1];
}
}
if (m_flSensitivity == 0)
{
//
// Avoid a divide by zero in CanHearSound.
//
m_flSensitivity = 1;
}
else if (m_flSensitivity > 10)
{
m_flSensitivity = 10;
}
m_flSmoothFactor = clamp(m_flSmoothFactor, 0.f, 0.9f);
if (!m_bDisabled)
{
SetNextThink( gpGlobals->curtime + 0.1f );
}
}
//-----------------------------------------------------------------------------
// Purpose: Called after all entities have spawned and after a load game.
// Finds the reference point at which to measure sound level.
//-----------------------------------------------------------------------------
void CEnvMicrophone::Activate(void)
{
BaseClass::Activate();
// Get a handle to my filter entity if there is one
if (m_iszListenFilter != NULL_STRING)
{
m_hListenFilter = dynamic_cast<CBaseFilter *>(gEntList.FindEntityByName( NULL, m_iszListenFilter ));
}
if (m_target != NULL_STRING)
{
m_hMeasureTarget = gEntList.FindEntityByName(NULL, STRING(m_target) );
//
// If we were given a bad measure target, just measure sound where we are.
//
if ((m_hMeasureTarget == NULL) || (m_hMeasureTarget->edict() == NULL))
{
// We've decided to disable this warning since this seems to be the 90% case.
//Warning( "EnvMicrophone - Measure target not found or measure target with no origin. Using Self.!\n");
m_hMeasureTarget = this;
}
}
else
{
m_hMeasureTarget = this;
}
ActivateSpeaker();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvMicrophone::OnRestore( void )
{
BaseClass::OnRestore();
ActivateSpeaker();
}
//-----------------------------------------------------------------------------
// Purpose: If we've got a speaker, add ourselves to the list of microphones that want to listen
//-----------------------------------------------------------------------------
void CEnvMicrophone::ActivateSpeaker( void )
{
// If we're enabled, set the dsp_speaker preset to my specified one
if ( !m_bDisabled )
{
ConVarRef dsp_speaker( "dsp_speaker" );
if ( dsp_speaker.IsValid() )
{
int iDSPPreset = m_iSpeakerDSPPreset;
if ( !iDSPPreset )
{
// Reset it to the default
iDSPPreset = atoi( dsp_speaker.GetDefault() );
}
DevMsg( 2, "Microphone %s set dsp_speaker to %d.\n", STRING(GetEntityName()), iDSPPreset);
dsp_speaker.SetValue( m_iSpeakerDSPPreset );
}
}
if ( m_iszSpeakerName != NULL_STRING )
{
// We've got a speaker to play heard sounds through. To do this, we need to add ourselves
// to the list of microphones who want to be told whenever a sound is played.
if ( s_Microphones.Find(this) == -1 )
{
s_Microphones.AddToTail( this );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Stops the microphone from sampling the sound level and firing the
// SoundLevel output.
//-----------------------------------------------------------------------------
void CEnvMicrophone::InputEnable( inputdata_t &inputdata )
{
if (m_bDisabled)
{
m_bDisabled = false;
SetNextThink( gpGlobals->curtime + 0.1f );
ActivateSpeaker();
}
}
//-----------------------------------------------------------------------------
// Purpose: Resumes sampling the sound level and firing the SoundLevel output.
//-----------------------------------------------------------------------------
void CEnvMicrophone::InputDisable( inputdata_t &inputdata )
{
m_bDisabled = true;
if ( m_hSpeaker )
{
CBaseEntity::StopSound( m_hSpeaker->entindex(), CHAN_STATIC, m_szLastSound );
m_szLastSound[0] = 0;
// Remove ourselves from the list of active mics
s_Microphones.FindAndRemove( this );
}
SetNextThink( TICK_NEVER_THINK );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CEnvMicrophone::InputSetSpeakerName( inputdata_t &inputdata )
{
SetSpeakerName( inputdata.value.StringID() );
}
//-----------------------------------------------------------------------------
// Purpose: Checks whether this microphone can hear a given sound, and at what
// relative volume level.
// Input : pSound - Sound to test.
// flVolume - Returns with the relative sound volume from 0 - 1.
// Output : Returns true if the sound could be heard at the sample point, false if not.
//-----------------------------------------------------------------------------
bool CEnvMicrophone::CanHearSound(CSound *pSound, float &flVolume)
{
flVolume = 0;
if ( m_bDisabled )
{
return false;
}
// Cull out sounds except from specific entities
CBaseFilter *pFilter = m_hListenFilter.Get();
if ( pFilter )
{
CBaseEntity *pSoundOwner = pSound->m_hOwner.Get();
if ( !pSoundOwner || !pFilter->PassesFilter( this, pSoundOwner ) )
{
return false;
}
}
float flDistance = (pSound->GetSoundOrigin() - m_hMeasureTarget->GetAbsOrigin()).Length();
if (flDistance == 0)
{
flVolume = 1.0;
return true;
}
// Over our max range?
if ( m_flMaxRange && flDistance > m_flMaxRange )
{
return false;
}
if (flDistance <= pSound->Volume() * m_flSensitivity)
{
flVolume = 1 - (flDistance / (pSound->Volume() * m_flSensitivity));
flVolume = clamp(flVolume, 0.f, 1.f);
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the microphone can hear the specified sound
//-----------------------------------------------------------------------------
bool CEnvMicrophone::CanHearSound( int entindex, soundlevel_t soundlevel, float &flVolume, const Vector *pOrigin )
{
if ( m_bDisabled )
{
flVolume = 0;
return false;
}
if ( ( m_spawnflags & SF_MICROPHONE_IGNORE_NONATTENUATED ) && soundlevel == SNDLVL_NONE )
{
return false;
}
// Sound might be coming from an origin or from an entity.
CBaseEntity *pEntity = NULL;
if ( entindex )
{
pEntity = CBaseEntity::Instance( engine->PEntityOfEntIndex(entindex) );
}
// Cull out sounds except from specific entities
CBaseFilter *pFilter = m_hListenFilter.Get();
if ( pFilter )
{
if ( !pEntity || !pFilter->PassesFilter( this, pEntity ) )
{
flVolume = 0;
return false;
}
}
float flDistance = 0;
if ( pOrigin )
{
flDistance = pOrigin->DistTo( m_hMeasureTarget->GetAbsOrigin() );
}
else if ( pEntity )
{
flDistance = pEntity->WorldSpaceCenter().DistTo( m_hMeasureTarget->GetAbsOrigin() );
}
// Over our max range?
if ( m_flMaxRange && flDistance > m_flMaxRange )
{
#ifdef DEBUG_MICROPHONE
Msg("OUT OF RANGE.\n" );
#endif
return false;
}
#ifdef DEBUG_MICROPHONE
Msg(" flVolume %f ", flVolume );
#endif
// Reduce the volume by the amount it fell to get to the microphone
float gain = enginesound->GetDistGainFromSoundLevel( soundlevel, flDistance );
flVolume *= gain;
#ifdef DEBUG_MICROPHONE
Msg("dist %2f, soundlevel %d: gain %f", flDistance, (int)soundlevel, gain );
if ( !flVolume )
{
Msg(" : REJECTED\n" );
}
else
{
Msg(" : SENT\n" );
}
#endif
return ( flVolume > 0 );
}
void CEnvMicrophone::SetSensitivity( float flSensitivity )
{
m_flSensitivity = flSensitivity;
}
void CEnvMicrophone::SetSpeakerName( string_t iszSpeakerName )
{
m_iszSpeakerName = iszSpeakerName;
// Set the speaker to null. This will force it to find the speaker next time a sound is routed.
m_hSpeaker = NULL;
ActivateSpeaker();
}
//-----------------------------------------------------------------------------
// Purpose: Listens for sounds and updates the value of the SoundLevel output.
//-----------------------------------------------------------------------------
void CEnvMicrophone::Think(void)
{
int nSound = CSoundEnt::ActiveList();
bool fHearSound = false;
float flMaxVolume = 0;
//
// Find the loudest sound that this microphone cares about.
//
while (nSound != SOUNDLIST_EMPTY)
{
CSound *pCurrentSound = CSoundEnt::SoundPointerForIndex(nSound);
if (pCurrentSound)
{
if (m_nSoundMask & pCurrentSound->SoundType())
{
float flVolume = 0;
if (CanHearSound(pCurrentSound, flVolume) && (flVolume > flMaxVolume))
{
flMaxVolume = flVolume;
fHearSound = true;
}
}
}
nSound = pCurrentSound->NextSound();
}
if( fHearSound )
{
m_OnHeardSound.FireOutput( this, this );
}
if (flMaxVolume != m_SoundLevel.Get())
{
//
// Don't smooth if we are within an epsilon. This allows the output to stop firing
// much more quickly.
//
if (fabs(flMaxVolume - m_SoundLevel.Get()) < MICROPHONE_SETTLE_EPSILON)
{
m_SoundLevel.Set(flMaxVolume, this, this);
}
else
{
m_SoundLevel.Set(flMaxVolume * (1 - m_flSmoothFactor) + m_SoundLevel.Get() * m_flSmoothFactor, this, this);
}
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose: Hook for the sound system to tell us when a sound's been played
//-----------------------------------------------------------------------------
MicrophoneResult_t CEnvMicrophone::SoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel, float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins )
{
if ( m_bAvoidFeedback )
return MicrophoneResult_Ok;
// Don't hear sounds that have already been heard by a microphone to avoid feedback!
if ( iFlags & SND_SPEAKER )
return MicrophoneResult_Ok;
#ifdef DEBUG_MICROPHONE
Msg("%s heard %s: ", STRING(GetEntityName()), soundname );
#endif
if ( !CanHearSound( entindex, soundlevel, flVolume, pOrigin ) )
return MicrophoneResult_Ok;
// We've heard it. Play it out our speaker. If our speaker's gone away, we're done.
if ( !m_hSpeaker )
{
// First time, find our speaker. Done here, because finding it in Activate() wouldn't
// find players, and we need to be able to specify !player for a speaker.
if ( m_iszSpeakerName != NULL_STRING )
{
m_hSpeaker = gEntList.FindEntityByName(NULL, STRING(m_iszSpeakerName) );
if ( !m_hSpeaker )
{
Warning( "EnvMicrophone %s specifies a non-existent speaker name: %s\n", STRING(GetEntityName()), STRING(m_iszSpeakerName) );
m_iszSpeakerName = NULL_STRING;
}
}
if ( !m_hSpeaker )
{
return MicrophoneResult_Remove;
}
}
m_bAvoidFeedback = true;
// Add the speaker flag. Detected at playback and applies the speaker filter.
iFlags |= SND_SPEAKER;
CPASAttenuationFilter filter( m_hSpeaker );
EmitSound_t ep;
ep.m_nChannel = CHAN_STATIC;
ep.m_pSoundName = soundname;
ep.m_flVolume = flVolume;
ep.m_SoundLevel = soundlevel;
ep.m_nFlags = iFlags;
ep.m_nPitch = iPitch;
ep.m_pOrigin = &m_hSpeaker->GetAbsOrigin();
ep.m_flSoundTime = soundtime;
ep.m_nSpeakerEntity = entindex;
CBaseEntity::EmitSound( filter, m_hSpeaker->entindex(), ep );
Q_strncpy( m_szLastSound, soundname, sizeof(m_szLastSound) );
m_OnRoutedSound.FireOutput( this, this, 0 );
m_bAvoidFeedback = false;
// Copy emitted origin to soundorigins array
for ( int i = 0; i < ep.m_UtlVecSoundOrigin.Count(); ++i )
{
soundorigins.AddToTail( ep.m_UtlVecSoundOrigin[ i ] );
}
// Do we want to allow the original sound to play?
if ( m_spawnflags & SF_MICROPHONE_SWALLOW_ROUTED_SOUNDS )
{
return MicrophoneResult_Swallow;
}
return MicrophoneResult_Ok;
}
//-----------------------------------------------------------------------------
// Purpose: Called by the sound system whenever a sound is played so that
// active microphones can have a chance to pick up the sound.
// Output : Returns whether or not the sound was swallowed by the microphone.
// Swallowed sounds should not be played by the sound system.
//-----------------------------------------------------------------------------
bool CEnvMicrophone::OnSoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel, float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins )
{
bool bSwallowed = false;
// Loop through all registered microphones and tell them the sound was just played
int iCount = s_Microphones.Count();
if ( iCount > 0 )
{
// Iterate backwards because we might be deleting microphones.
for ( int i = iCount - 1; i >= 0; i-- )
{
if ( s_Microphones[i] )
{
MicrophoneResult_t eResult = s_Microphones[i]->SoundPlayed(
entindex,
soundname,
soundlevel,
flVolume,
iFlags,
iPitch,
pOrigin,
soundtime,
soundorigins );
if ( eResult == MicrophoneResult_Swallow )
{
// Microphone told us to swallow it
bSwallowed = true;
}
else if ( eResult == MicrophoneResult_Remove )
{
s_Microphones.FastRemove( i );
}
}
}
}
return bSwallowed;
}