Browse Source

engine: client: use soundlist to acquire random sounds for temp entities

master
Alibek Omarov 11 months ago
parent
commit
c8e1ffe0dd
  1. 124
      engine/client/cl_tent.c

124
engine/client/cl_tent.c

@ -57,36 +57,6 @@ const char *cl_default_sprites[] =
"sprites/shellchrome.spr", "sprites/shellchrome.spr",
}; };
const char *cl_player_shell_sounds[] =
{
"player/pl_shell1.wav",
"player/pl_shell2.wav",
"player/pl_shell3.wav",
};
const char *cl_weapon_shell_sounds[] =
{
"weapons/sshell1.wav",
"weapons/sshell2.wav",
"weapons/sshell3.wav",
};
const char *cl_ricochet_sounds[] =
{
"weapons/ric1.wav",
"weapons/ric2.wav",
"weapons/ric3.wav",
"weapons/ric4.wav",
"weapons/ric5.wav",
};
const char *cl_explode_sounds[] =
{
"weapons/explode3.wav",
"weapons/explode4.wav",
"weapons/explode5.wav",
};
static void CL_PlayerDecal( int playerIndex, int textureIndex, int entityIndex, float *pos ); static void CL_PlayerDecal( int playerIndex, int textureIndex, int entityIndex, float *pos );
/* /*
@ -148,6 +118,7 @@ client resources not precached by server
*/ */
void CL_AddClientResources( void ) void CL_AddClientResources( void )
{ {
const char *snd;
char filepath[MAX_QPATH]; char filepath[MAX_QPATH];
int i; int i;
@ -163,37 +134,37 @@ void CL_AddClientResources( void )
} }
// then check sounds // then check sounds
for( i = 0; i < ARRAYSIZE( cl_player_shell_sounds ); i++ ) for( i = 0; ( snd = SoundList_Get( BouncePlayerShell, i )); i++ )
{ {
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_player_shell_sounds[i] ); Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", snd );
if( !FS_FileExists( filepath, false )) if( !FS_FileExists( filepath, false ))
CL_AddClientResource( cl_player_shell_sounds[i], t_sound ); CL_AddClientResource( snd, t_sound );
} }
for( i = 0; i < ARRAYSIZE( cl_weapon_shell_sounds ); i++ ) for( i = 0; ( snd = SoundList_Get( BounceWeaponShell, i )); i++ )
{ {
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_weapon_shell_sounds[i] ); Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", snd );
if( !FS_FileExists( filepath, false )) if( !FS_FileExists( filepath, false ))
CL_AddClientResource( cl_weapon_shell_sounds[i], t_sound ); CL_AddClientResource( snd, t_sound );
} }
for( i = 0; i < ARRAYSIZE( cl_explode_sounds ); i++ ) for( i = 0; ( snd = SoundList_Get( Explode, i )); i++ )
{ {
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_explode_sounds[i] ); Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", snd );
if( !FS_FileExists( filepath, false )) if( !FS_FileExists( filepath, false ))
CL_AddClientResource( cl_explode_sounds[i], t_sound ); CL_AddClientResource( snd, t_sound );
} }
#if 0 // ric sounds was precached by server-side #if 0 // ric sounds was precached by server-side
for( i = 0; i < ARRAYSIZE( cl_ricochet_sounds ); i++ ) for( i = 0; ( snd = SoundList_Get( Ricochet, i )); i++ )
{ {
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_ricochet_sounds[i] ); Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", snd );
if( !FS_FileExists( filepath, false )) if( !FS_FileExists( filepath, false ))
CL_AddClientResource( cl_ricochet_sounds[i], t_sound ); CL_AddClientResource( snd, t_sound );
} }
#endif #endif
} }
@ -301,7 +272,7 @@ play collide sound
static void CL_TempEntPlaySound( TEMPENTITY *pTemp, float damp ) static void CL_TempEntPlaySound( TEMPENTITY *pTemp, float damp )
{ {
float fvol; float fvol;
char soundname[32]; const char *soundname = NULL;
qboolean isshellcasing = false; qboolean isshellcasing = false;
int zvel; int zvel;
@ -312,36 +283,39 @@ static void CL_TempEntPlaySound( TEMPENTITY *pTemp, float damp )
switch( pTemp->hitSound ) switch( pTemp->hitSound )
{ {
case BOUNCE_GLASS: case BOUNCE_GLASS:
Q_snprintf( soundname, sizeof( soundname ), "debris/glass%i.wav", COM_RandomLong( 1, 4 )); soundname = SoundList_GetRandom( BounceGlass );
break; break;
case BOUNCE_METAL: case BOUNCE_METAL:
Q_snprintf( soundname, sizeof( soundname ), "debris/metal%i.wav", COM_RandomLong( 1, 6 )); soundname = SoundList_GetRandom( BounceMetal );
break; break;
case BOUNCE_FLESH: case BOUNCE_FLESH:
Q_snprintf( soundname, sizeof( soundname ), "debris/flesh%i.wav", COM_RandomLong( 1, 7 )); soundname = SoundList_GetRandom( BounceFlesh );
break; break;
case BOUNCE_WOOD: case BOUNCE_WOOD:
Q_snprintf( soundname, sizeof( soundname ), "debris/wood%i.wav", COM_RandomLong( 1, 4 )); soundname = SoundList_GetRandom( BounceWood );
break; break;
case BOUNCE_SHRAP: case BOUNCE_SHRAP:
Q_strncpy( soundname, cl_ricochet_sounds[COM_RandomLong( 0, 4 )], sizeof( soundname ) ); soundname = SoundList_GetRandom( Ricochet );
break; break;
case BOUNCE_SHOTSHELL: case BOUNCE_SHOTSHELL:
Q_strncpy( soundname, cl_weapon_shell_sounds[COM_RandomLong( 0, 2 )], sizeof( soundname ) ); soundname = SoundList_GetRandom( BounceWeaponShell );
isshellcasing = true; // shell casings have different playback parameters isshellcasing = true; // shell casings have different playback parameters
fvol = 0.5f; fvol = 0.5f;
break; break;
case BOUNCE_SHELL: case BOUNCE_SHELL:
Q_strncpy( soundname, cl_player_shell_sounds[COM_RandomLong( 0, 2 )], sizeof( soundname ) ); soundname = SoundList_GetRandom( BouncePlayerShell );
isshellcasing = true; // shell casings have different playback parameters isshellcasing = true; // shell casings have different playback parameters
break; break;
case BOUNCE_CONCRETE: case BOUNCE_CONCRETE:
Q_snprintf( soundname, sizeof( soundname ), "debris/concrete%i.wav", COM_RandomLong( 1, 3 )); soundname = SoundList_GetRandom( BounceConcrete );
break; break;
default: // null sound default: // null sound
return; return;
} }
if( !soundname )
return;
zvel = abs( pTemp->entity.baseline.origin[2] ); zvel = abs( pTemp->entity.baseline.origin[2] );
// only play one out of every n // only play one out of every n
@ -1491,7 +1465,7 @@ void GAME_EXPORT R_FunnelSprite( const vec3_t org, int modelIndex, int reverse )
=============== ===============
R_SparkEffect R_SparkEffect
Create a streaks + richochet sprite Create a streaks + ricochet sprite
=============== ===============
*/ */
void GAME_EXPORT R_SparkEffect( const vec3_t pos, int count, int velocityMin, int velocityMax ) void GAME_EXPORT R_SparkEffect( const vec3_t pos, int count, int velocityMin, int velocityMax )
@ -1507,18 +1481,25 @@ R_RicochetSound
Make a random ricochet sound Make a random ricochet sound
============== ==============
*/ */
static void R_RicochetSound_( const vec3_t pos, int sound ) static void R_RicochetSoundByName( const vec3_t pos, const char *name )
{ {
sound_t handle; sound_t handle;
handle = S_RegisterSound( name );
handle = S_RegisterSound( cl_ricochet_sounds[sound] );
S_StartSound( pos, 0, CHAN_AUTO, handle, VOL_NORM, 1.0, 100, 0 ); S_StartSound( pos, 0, CHAN_AUTO, handle, VOL_NORM, 1.0, 100, 0 );
} }
static void R_RicochetSoundByIndex( const vec3_t pos, int idx )
{
const char *name = SoundList_Get( Ricochet, idx );
if( name )
R_RicochetSoundByName( pos, name );
}
void GAME_EXPORT R_RicochetSound( const vec3_t pos ) void GAME_EXPORT R_RicochetSound( const vec3_t pos )
{ {
R_RicochetSound_( pos, COM_RandomLong( 0, 4 )); const char *name = SoundList_GetRandom( Ricochet );
if( name )
R_RicochetSoundByName( pos, name );
} }
/* /*
@ -1665,8 +1646,12 @@ void GAME_EXPORT R_Explosion( vec3_t pos, int model, float scale, float framerat
if( !FBitSet( flags, TE_EXPLFLAG_NOSOUND )) if( !FBitSet( flags, TE_EXPLFLAG_NOSOUND ))
{ {
hSound = S_RegisterSound( cl_explode_sounds[COM_RandomLong( 0, 2 )] ); const char *name = SoundList_GetRandom( Explode );
S_StartSound( pos, 0, CHAN_STATIC, hSound, VOL_NORM, 0.3f, PITCH_NORM, 0 ); if( name )
{
hSound = S_RegisterSound( name );
S_StartSound( pos, 0, CHAN_STATIC, hSound, VOL_NORM, 0.3f, PITCH_NORM, 0 );
}
} }
} }
@ -1909,6 +1894,7 @@ void CL_ParseTempEntity( sizebuf_t *msg )
cl_entity_t *pEnt; cl_entity_t *pEnt;
dlight_t *dl; dlight_t *dl;
sound_t hSound; sound_t hSound;
const char *name;
if( cls.legacymode ) if( cls.legacymode )
iSize = MSG_ReadByte( msg ); iSize = MSG_ReadByte( msg );
@ -1968,8 +1954,11 @@ void CL_ParseTempEntity( sizebuf_t *msg )
pos[2] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf );
R_BlobExplosion( pos ); R_BlobExplosion( pos );
hSound = S_RegisterSound( cl_explode_sounds[0] ); if(( name = SoundList_Get( Explode, 0 )))
S_StartSound( pos, -1, CHAN_AUTO, hSound, VOL_NORM, 1.0f, PITCH_NORM, 0 ); {
hSound = S_RegisterSound( name );
S_StartSound( pos, -1, CHAN_AUTO, hSound, VOL_NORM, 1.0f, PITCH_NORM, 0 );
}
break; break;
case TE_SMOKE: case TE_SMOKE:
pos[0] = MSG_ReadCoord( &buf ); pos[0] = MSG_ReadCoord( &buf );
@ -2022,8 +2011,11 @@ void CL_ParseTempEntity( sizebuf_t *msg )
dl->die = cl.time + 0.5; dl->die = cl.time + 0.5;
dl->decay = 300; dl->decay = 300;
hSound = S_RegisterSound( cl_explode_sounds[0] ); if(( name = SoundList_Get( Explode, 0 )))
S_StartSound( pos, -1, CHAN_AUTO, hSound, VOL_NORM, 0.6f, PITCH_NORM, 0 ); {
hSound = S_RegisterSound( name );
S_StartSound( pos, -1, CHAN_AUTO, hSound, VOL_NORM, 1.0f, PITCH_NORM, 0 );
}
break; break;
case TE_BSPDECAL: case TE_BSPDECAL:
case TE_DECAL: case TE_DECAL:
@ -2251,8 +2243,8 @@ void CL_ParseTempEntity( sizebuf_t *msg )
CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, 0, pos, 0 ); CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, 0, pos, 0 );
R_BulletImpactParticles( pos ); R_BulletImpactParticles( pos );
flags = COM_RandomLong( 0, 0x7fff ); flags = COM_RandomLong( 0, 0x7fff );
if( flags < 0x3fff ) if( flags < 0x3fff && ( count = SoundList_Count( Ricochet )))
R_RicochetSound_( pos, flags % 5 ); R_RicochetSoundByIndex( pos, flags % count );
break; break;
case TE_SPRAY: case TE_SPRAY:
case TE_SPRITE_SPRAY: case TE_SPRITE_SPRAY:

Loading…
Cancel
Save