Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// Soundent.h - the entity that spawns when the world
// spawns, and handles the world's active and free sound
// lists.
//=========================================================
#define MAX_WORLD_SOUNDS 64 // maximum number of sounds handled by the world at one time.
#define bits_SOUND_NONE 0
#define bits_SOUND_COMBAT ( 1 << 0 )// gunshots, explosions
#define bits_SOUND_WORLD ( 1 << 1 )// door opening/closing, glass breaking
#define bits_SOUND_PLAYER ( 1 << 2 )// all noises generated by player. walking, shooting, falling, splashing
#define bits_SOUND_CARCASS ( 1 << 3 )// dead body
#define bits_SOUND_MEAT ( 1 << 4 )// gib or pork chop
#define bits_SOUND_DANGER ( 1 << 5 )// pending danger. Grenade that is about to explode, explosive barrel that is damaged, falling crate
#define bits_SOUND_GARBAGE ( 1 << 6 )// trash cans, banana peels, old fast food bags.
#define bits_ALL_SOUNDS 0xFFFFFFFF
#define SOUNDLIST_EMPTY -1
#define SOUNDLISTTYPE_FREE 1// identifiers passed to functions that can operate on either list, to indicate which list to operate on.
#define SOUNDLISTTYPE_ACTIVE 2
#define SOUND_NEVER_EXPIRE -1 // with this set as a sound's ExpireTime, the sound will never expire.
//=========================================================
// CSound - an instance of a sound in the world.
//=========================================================
class CSound
{
public:
void Clear ( void );
void Reset ( void );
Vector m_vecOrigin; // sound's location in space
int m_iType; // what type of sound this is
int m_iVolume; // how loud the sound is
float m_flExpireTime; // when the sound should be purged from the list
int m_iNext; // index of next sound in this list ( Active or Free )
int m_iNextAudible; // temporary link that monsters use to build a list of audible sounds
BOOL FIsSound( void );
BOOL FIsScent( void );
};
//=========================================================
// CSoundEnt - a single instance of this entity spawns when
// the world spawns. The SoundEnt's job is to update the
// world's Free and Active sound lists.
//=========================================================
class CSoundEnt : public CBaseEntity
{
public:
void Precache ( void );
void Spawn( void );
void Think( void );
void Initialize ( void );
static void InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration );
static void FreeSound ( int iSound, int iPrevious );
static int ActiveList( void );// return the head of the active list
static int FreeList( void );// return the head of the free list
static CSound* SoundPointerForIndex( int iIndex );// return a pointer for this index in the sound list
static int ClientSoundIndex ( edict_t *pClient );
BOOL IsEmpty( void ) { return m_iActiveSound == SOUNDLIST_EMPTY; }
int ISoundsInList ( int iListType );
int IAllocSound ( void );
virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
int m_iFreeSound; // index of the first sound in the free sound list
int m_iActiveSound; // indes of the first sound in the active sound list
int m_cLastActiveSounds; // keeps track of the number of active sounds at the last update. (for diagnostic work)
BOOL m_fShowReport; // if true, dump information about free/active sounds.
private:
CSound m_SoundPool[ MAX_WORLD_SOUNDS ];
};