Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SOUNDEMITTERSYSTEMBASE_H
#define SOUNDEMITTERSYSTEMBASE_H
#ifdef _WIN32
#pragma once
#endif
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "soundflags.h"
#include "interval.h"
#include "UtlSortVector.h"
#include <tier1/utlstring.h>
#include <tier1/utlhashtable.h>
soundlevel_t TextToSoundLevel( const char *key );
struct CSoundEntry
{
CUtlConstString m_Name;
CSoundParametersInternal m_SoundParams;
uint16 m_nScriptFileIndex;
bool m_bRemoved : 1;
bool m_bIsOverride : 1;
bool IsOverride() const
{
return m_bIsOverride;
}
};
struct CSoundEntryHashFunctor : CaselessStringHashFunctor
{
using CaselessStringHashFunctor::operator();
unsigned int operator()( CSoundEntry *e ) const
{
return CaselessStringHashFunctor::operator()( e->m_Name.Get() );
}
};
struct CSoundEntryEqualFunctor : CaselessStringEqualFunctor
{
using CaselessStringEqualFunctor::operator();
bool operator()( CSoundEntry *lhs, CSoundEntry *rhs ) const
{
return CaselessStringEqualFunctor::operator()( lhs->m_Name.Get(), rhs->m_Name.Get() );
}
bool operator()( CSoundEntry *lhs, const char *rhs ) const
{
return CaselessStringEqualFunctor::operator()( lhs->m_Name.Get(), rhs );
}
};
//-----------------------------------------------------------------------------
// Purpose: Base class for sound emitter system handling (can be used by tools)
//-----------------------------------------------------------------------------
class CSoundEmitterSystemBase : public ISoundEmitterSystemBase
{
public:
CSoundEmitterSystemBase();
virtual ~CSoundEmitterSystemBase() { }
// Methods of IAppSystem
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual void *QueryInterface( const char *pInterfaceName );
virtual InitReturnVal_t Init();
virtual void Shutdown();
public:
virtual bool ModInit();
virtual void ModShutdown();
virtual int GetSoundIndex( const char *pName ) const;
virtual bool IsValidIndex( int index );
virtual int GetSoundCount( void );
virtual const char *GetSoundName( int index );
virtual bool GetParametersForSound( const char *soundname, CSoundParameters& params, gender_t gender, bool isbeingemitted = false );
virtual const char *GetWaveName( CUtlSymbol& sym );
virtual CUtlSymbol AddWaveName( const char *name );
virtual soundlevel_t LookupSoundLevel( const char *soundname );
virtual const char *GetWavFileForSound( const char *soundname, char const *actormodel );
virtual const char *GetWavFileForSound( const char *soundname, gender_t gender );
virtual int CheckForMissingWavFiles( bool verbose );
virtual const char *GetSourceFileForSound( int index ) const;
// Iteration methods
virtual int First() const;
virtual int Next( int i ) const;
virtual int InvalidIndex() const;
virtual CSoundParametersInternal *InternalGetParametersForSound( int index );
// The host application is responsible for dealing with dirty sound scripts, etc.
virtual bool AddSound( const char *soundname, const char *scriptfile, const CSoundParametersInternal& params );
virtual void RemoveSound( const char *soundname );
virtual void MoveSound( const char *soundname, const char *newscript );
virtual void RenameSound( const char *soundname, const char *newname );
virtual void UpdateSoundParameters( const char *soundname, const CSoundParametersInternal& params );
virtual int GetNumSoundScripts() const;
virtual char const *GetSoundScriptName( int index ) const;
virtual bool IsSoundScriptDirty( int index ) const;
virtual int FindSoundScript( const char *name ) const;
virtual void SaveChangesToSoundScript( int scriptindex );
virtual void ExpandSoundNameMacros( CSoundParametersInternal& params, char const *wavename );
virtual gender_t GetActorGender( char const *actormodel );
virtual void GenderExpandString( char const *actormodel, char const *in, char *out, int maxlen );
virtual void GenderExpandString( gender_t gender, char const *in, char *out, int maxlen );
virtual bool IsUsingGenderToken( char const *soundname );
virtual unsigned int GetManifestFileTimeChecksum();
virtual bool GetParametersForSoundEx( const char *soundname, HSOUNDSCRIPTHANDLE& handle, CSoundParameters& params, gender_t gender, bool isbeingemitted = false );
virtual soundlevel_t LookupSoundLevelByHandle( char const *soundname, HSOUNDSCRIPTHANDLE& handle );
// Called from both client and server (single player) or just one (server only in dedicated server and client only if connected to a remote server)
// Called by LevelInitPreEntity to override sound scripts for the mod with level specific overrides based on custom mapnames, etc.
virtual void AddSoundOverrides( char const *scriptfile, bool bPreload = false );
// Called by either client or server in LevelShutdown to clear out custom overrides
virtual void ClearSoundOverrides();
virtual void ReloadSoundEntriesInList( IFileList *pFilesToReload );
// Called by either client or server to force ModShutdown and ModInit
virtual void Flush();
private:
bool InternalModInit();
void InternalModShutdown();
void AddSoundsFromFile( const char *filename, bool bPreload, bool bIsOverride = false, bool bRefresh = false );
bool InitSoundInternalParameters( const char *soundname, KeyValues *kv, CSoundParametersInternal& params );
void LoadGlobalActors();
float TranslateAttenuation( const char *key );
soundlevel_t TranslateSoundLevel( const char *key );
int TranslateChannel( const char *name );
int FindBestSoundForGender( SoundFile *pSoundnames, int c, gender_t gender );
void EnsureAvailableSlotsForGender( SoundFile *pSoundnames, int c, gender_t gender );
void AddSoundName( CSoundParametersInternal& params, char const *wavename, gender_t gender );
CUtlHashtable< CUtlConstString, gender_t, CaselessStringHashFunctor, UTLConstStringCaselessStringEqualFunctor<char> > m_ActorGenders;
CUtlStableHashtable< CSoundEntry*, empty_t, CSoundEntryHashFunctor, CSoundEntryEqualFunctor, uint16, const char* > m_Sounds;
CUtlVector< CSoundEntry * > m_SavedOverrides;
CUtlVector< FileNameHandle_t > m_OverrideFiles;
struct CSoundScriptFile
{
FileNameHandle_t hFilename;
bool dirty;
};
CUtlVector< CSoundScriptFile > m_SoundKeyValues;
int m_nInitCount;
unsigned int m_uManifestPlusScriptChecksum;
CUtlSymbolTable m_Waves;
};
#endif // SOUNDEMITTERSYSTEMBASE_H