Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SOUNDFLAGS_H
#define SOUNDFLAGS_H
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
// channels
//-----------------------------------------------------------------------------
enum
{
CHAN_REPLACE = -1,
CHAN_AUTO = 0,
CHAN_WEAPON = 1,
CHAN_VOICE = 2,
CHAN_ITEM = 3,
CHAN_BODY = 4,
CHAN_STREAM = 5, // allocate stream channel from the static or dynamic area
CHAN_STATIC = 6, // allocate channel from the static area
CHAN_VOICE2 = 7,
CHAN_VOICE_BASE = 8, // allocate channel for network voice data
CHAN_USER_BASE = (CHAN_VOICE_BASE+128) // Anything >= this number is allocated to game code.
};
//-----------------------------------------------------------------------------
// common volume values
//-----------------------------------------------------------------------------
#define VOL_NORM 1.0f
//-----------------------------------------------------------------------------
// common attenuation values
//-----------------------------------------------------------------------------
#define ATTN_NONE 0.0f
#define ATTN_NORM 0.8f
#define ATTN_IDLE 2.0f
#define ATTN_STATIC 1.25f
#define ATTN_RICOCHET 1.5f
// HL2 world is 8x bigger now! We want to hear gunfire from farther.
// Don't change this without consulting Kelly or Wedge (sjb).
#define ATTN_GUNFIRE 0.27f
enum soundlevel_t
{
SNDLVL_NONE = 0,
SNDLVL_20dB = 20, // rustling leaves
SNDLVL_25dB = 25, // whispering
SNDLVL_30dB = 30, // library
SNDLVL_35dB = 35,
SNDLVL_40dB = 40,
SNDLVL_45dB = 45, // refrigerator
SNDLVL_50dB = 50, // 3.9 // average home
SNDLVL_55dB = 55, // 3.0
SNDLVL_IDLE = 60, // 2.0
SNDLVL_60dB = 60, // 2.0 // normal conversation, clothes dryer
SNDLVL_65dB = 65, // 1.5 // washing machine, dishwasher
SNDLVL_STATIC = 66, // 1.25
SNDLVL_70dB = 70, // 1.0 // car, vacuum cleaner, mixer, electric sewing machine
SNDLVL_NORM = 75,
SNDLVL_75dB = 75, // 0.8 // busy traffic
SNDLVL_80dB = 80, // 0.7 // mini-bike, alarm clock, noisy restaurant, office tabulator, outboard motor, passing snowmobile
SNDLVL_TALKING = 80, // 0.7
SNDLVL_85dB = 85, // 0.6 // average factory, electric shaver
SNDLVL_90dB = 90, // 0.5 // screaming child, passing motorcycle, convertible ride on frw
SNDLVL_95dB = 95,
SNDLVL_100dB = 100, // 0.4 // subway train, diesel truck, woodworking shop, pneumatic drill, boiler shop, jackhammer
SNDLVL_105dB = 105, // helicopter, power mower
SNDLVL_110dB = 110, // snowmobile drvrs seat, inboard motorboat, sandblasting
SNDLVL_120dB = 120, // auto horn, propeller aircraft
SNDLVL_130dB = 130, // air raid siren
SNDLVL_GUNFIRE = 140, // 0.27 // THRESHOLD OF PAIN, gunshot, jet engine
SNDLVL_140dB = 140, // 0.2
SNDLVL_150dB = 150, // 0.2
SNDLVL_180dB = 180, // rocket launching
// NOTE: Valid soundlevel_t values are 0-255.
// 256-511 are reserved for sounds using goldsrc compatibility attenuation.
};
#define MAX_SNDLVL_BITS 9 // Used to encode 0-255 for regular soundlevel_t's and 256-511 for goldsrc-compatible ones.
#define MIN_SNDLVL_VALUE 0
#define MAX_SNDLVL_VALUE ((1<<MAX_SNDLVL_BITS)-1)
#define ATTN_TO_SNDLVL( a ) (soundlevel_t)(int)((a) ? (50 + 20 / ((float)a)) : 0 )
#define SNDLVL_TO_ATTN( a ) ((a > 50) ? (20.0f / (float)(a - 50)) : 4.0 )
// This is a limit due to network encoding.
// It encodes attenuation * 64 in 8 bits, so the maximum is (255 / 64)
#define MAX_ATTENUATION 3.98f
//-----------------------------------------------------------------------------
// Flags to be or-ed together for the iFlags field
//-----------------------------------------------------------------------------
enum SoundFlags_t
{
SND_NOFLAGS = 0, // to keep the compiler happy
SND_CHANGE_VOL = (1<<0), // change sound vol
SND_CHANGE_PITCH = (1<<1), // change sound pitch
SND_STOP = (1<<2), // stop the sound
SND_SPAWNING = (1<<3), // we're spawning, used in some cases for ambients
// not sent over net, only a param between dll and server.
SND_DELAY = (1<<4), // sound has an initial delay
SND_STOP_LOOPING = (1<<5), // stop all looping sounds on the entity.
SND_SPEAKER = (1<<6), // being played again by a microphone through a speaker
SND_SHOULDPAUSE = (1<<7), // this sound should be paused if the game is paused
SND_IGNORE_PHONEMES = (1<<8),
SND_IGNORE_NAME = (1<<9), // used to change all sounds emitted by an entity, regardless of scriptname
SND_DO_NOT_OVERWRITE_EXISTING_ON_CHANNEL = (1<<10),
};
#define SND_FLAG_BITS_ENCODE 11
#define MAX_SOUND_INDEX_BITS 14
#define MAX_SOUNDS (1<<MAX_SOUND_INDEX_BITS)
#if !defined( IN_XBOX_CODELINE )
// +/-4096 msec
#define MAX_SOUND_DELAY_MSEC_ENCODE_BITS (13)
#else
// +/-65536 msec, 64 seconds
#define MAX_SOUND_DELAY_MSEC_ENCODE_BITS (17)
#endif
// Subtract one to leave room for the sign bit
#define MAX_SOUND_DELAY_MSEC (1<<(MAX_SOUND_DELAY_MSEC_ENCODE_BITS-1)) // 4096 msec or about 4 seconds
//-----------------------------------------------------------------------------
// common pitch values
//-----------------------------------------------------------------------------
#define PITCH_NORM 100 // non-pitch shifted
#define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high
#define PITCH_HIGH 120
#define DEFAULT_SOUND_PACKET_VOLUME 1.0f
#define DEFAULT_SOUND_PACKET_PITCH 100
#define DEFAULT_SOUND_PACKET_DELAY 0.0f
#endif // SOUNDFLAGS_H