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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef VPHYSICS_SOUND_H
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#define VPHYSICS_SOUND_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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namespace physicssound
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{
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struct impactsound_t
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{
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void *pGameData;
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int entityIndex;
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int soundChannel;
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float volume;
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float impactSpeed;
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unsigned short surfaceProps;
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unsigned short surfacePropsHit;
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Vector origin;
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};
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// UNDONE: Use a sorted container and sort by volume/distance?
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struct soundlist_t
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{
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CUtlVector<impactsound_t> elements;
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impactsound_t &GetElement(int index) { return elements[index]; }
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impactsound_t &AddElement() { return elements[elements.AddToTail()]; }
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int Count() { return elements.Count(); }
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void RemoveAll() { elements.RemoveAll(); }
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};
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void PlayImpactSounds( soundlist_t &list )
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{
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for ( int i = list.Count()-1; i >= 0; --i )
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{
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impactsound_t &sound = list.GetElement(i);
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const surfacedata_t *psurf = physprops->GetSurfaceData( sound.surfaceProps );
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if ( psurf->sounds.impactHard )
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{
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const surfacedata_t *pHit = physprops->GetSurfaceData( sound.surfacePropsHit );
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unsigned short soundName = psurf->sounds.impactHard;
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if ( pHit && psurf->sounds.impactSoft )
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{
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if ( pHit->audio.hardnessFactor < psurf->audio.hardThreshold ||
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(psurf->audio.hardVelocityThreshold > 0 && psurf->audio.hardVelocityThreshold > sound.impactSpeed) )
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{
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soundName = psurf->sounds.impactSoft;
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}
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}
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const char *pSound = physprops->GetString( soundName );
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CSoundParameters params;
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if ( !CBaseEntity::GetParametersForSound( pSound, params, NULL ) )
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break;
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if ( sound.volume > 1 )
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sound.volume = 1;
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CPASAttenuationFilter filter( sound.origin, params.soundlevel );
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// JAY: If this entity gets deleted, the sound comes out at the world origin
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// this sounds bad! Play on ent 0 for now.
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EmitSound_t ep;
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ep.m_nChannel = sound.soundChannel;
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ep.m_pSoundName = params.soundname;
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ep.m_flVolume = params.volume * sound.volume;
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ep.m_SoundLevel = params.soundlevel;
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ep.m_nPitch = params.pitch;
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ep.m_pOrigin = &sound.origin;
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CBaseEntity::EmitSound( filter, 0 /*sound.entityIndex*/, ep );
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}
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}
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list.RemoveAll();
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}
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void AddImpactSound( soundlist_t &list, void *pGameData, int entityIndex, int soundChannel, IPhysicsObject *pObject, int surfaceProps, int surfacePropsHit, float volume, float impactSpeed )
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{
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impactSpeed += 1e-4;
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for ( int i = list.Count()-1; i >= 0; --i )
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{
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impactsound_t &sound = list.GetElement(i);
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// UNDONE: Compare entity or channel somehow?
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// UNDONE: Doing one slot per entity is too noisy. So now we use one slot per material
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// heuristic - after 4 impacts sounds in one frame, start merging everything
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if ( surfaceProps == sound.surfaceProps || list.Count() > 4 )
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{
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// UNDONE: Store instance volume separate from aggregate volume and compare that?
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if ( volume > sound.volume )
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{
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pObject->GetPosition( &sound.origin, NULL );
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sound.pGameData = pGameData;
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sound.entityIndex = entityIndex;
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sound.soundChannel = soundChannel;
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sound.surfacePropsHit = surfacePropsHit;
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}
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sound.volume += volume;
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sound.impactSpeed = MAX(impactSpeed,sound.impactSpeed);
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return;
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}
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}
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impactsound_t &sound = list.AddElement();
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sound.pGameData = pGameData;
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sound.entityIndex = entityIndex;
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sound.soundChannel = soundChannel;
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pObject->GetPosition( &sound.origin, NULL );
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sound.surfaceProps = surfaceProps;
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sound.surfacePropsHit = surfacePropsHit;
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sound.volume = volume;
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sound.impactSpeed = impactSpeed;
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}
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struct breaksound_t
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{
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Vector origin;
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int surfacePropsBreak;
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};
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void AddBreakSound( CUtlVector<breaksound_t> &list, const Vector &origin, unsigned short surfaceProps )
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{
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const surfacedata_t *psurf = physprops->GetSurfaceData( surfaceProps );
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if ( !psurf->sounds.breakSound )
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return;
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for ( int i = list.Count()-1; i >= 0; --i )
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{
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breaksound_t &sound = list.Element(i);
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// Allow 3 break sounds before you start merging anything.
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if ( list.Count() > 2 && surfaceProps == sound.surfacePropsBreak )
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{
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sound.origin = (sound.origin + origin) * 0.5f;
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return;
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}
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}
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breaksound_t sound;
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sound.origin = origin;
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sound.surfacePropsBreak = surfaceProps;
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list.AddToTail(sound);
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}
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void PlayBreakSounds( CUtlVector<breaksound_t> &list )
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{
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for ( int i = list.Count()-1; i >= 0; --i )
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{
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breaksound_t &sound = list.Element(i);
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const surfacedata_t *psurf = physprops->GetSurfaceData( sound.surfacePropsBreak );
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const char *pSound = physprops->GetString( psurf->sounds.breakSound );
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CSoundParameters params;
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if ( !CBaseEntity::GetParametersForSound( pSound, params, NULL ) )
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return;
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// Play from the world, because the entity is breaking, so it'll be destroyed soon
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CPASAttenuationFilter filter( sound.origin, params.soundlevel );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_STATIC;
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ep.m_pSoundName = params.soundname;
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ep.m_flVolume = params.volume;
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ep.m_SoundLevel = params.soundlevel;
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ep.m_nPitch = params.pitch;
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ep.m_pOrigin = &sound.origin;
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CBaseEntity::EmitSound( filter, 0 /*sound.entityIndex*/, ep );
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}
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list.RemoveAll();
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}
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};
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#endif // VPHYSICS_SOUND_H
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