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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Entities relating to in-level sound effects.
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//
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// ambient_generic: a sound emitter used for one-shot and looping sounds.
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//
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// env_speaker: used for public address announcements over loudspeakers.
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// This tries not to drown out talking NPCs.
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//
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// env_soundscape: controls what sound script an area uses.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "player.h"
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#include "mathlib/mathlib.h"
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#include "ai_speech.h"
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#include "stringregistry.h"
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#include "gamerules.h"
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#include "game.h"
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#include <ctype.h>
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#include "entitylist.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "ndebugoverlay.h"
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#include "soundscape.h"
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#include "igamesystem.h"
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#include "KeyValues.h"
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#include "filesystem.h"
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#ifdef PORTAL
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#include "portal_gamerules.h"
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#endif // PORTAL
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Compute a suitable attenuation value given an audible radius
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// Input : radius -
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// playEverywhere - (disable attenuation)
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//-----------------------------------------------------------------------------
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#define REFERENCE_dB 60.0
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#define AMBIENT_GENERIC_UPDATE_RATE 5 // update at 5hz
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#define AMBIENT_GENERIC_THINK_DELAY ( 1.0f / float( AMBIENT_GENERIC_UPDATE_RATE ) )
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#ifdef HL1_DLL
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ConVar hl1_ref_db_distance( "hl1_ref_db_distance", "18.0" );
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#define REFERENCE_dB_DISTANCE hl1_ref_db_distance.GetFloat()
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#else
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#define REFERENCE_dB_DISTANCE 36.0
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#endif//HL1_DLL
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static soundlevel_t ComputeSoundlevel( float radius, bool playEverywhere )
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{
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soundlevel_t soundlevel = SNDLVL_NONE;
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if ( radius > 0 && !playEverywhere )
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{
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// attenuation is set to a distance, compute falloff
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float dB_loss = 20 * log10( radius / REFERENCE_dB_DISTANCE );
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soundlevel = (soundlevel_t)(int)(40 + dB_loss); // sound at 40dB at reference distance
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}
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return soundlevel;
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}
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// ==================== GENERIC AMBIENT SOUND ======================================
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// runtime pitch shift and volume fadein/out structure
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// NOTE: IF YOU CHANGE THIS STRUCT YOU MUST CHANGE THE SAVE/RESTORE VERSION NUMBER
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// SEE BELOW (in the typedescription for the class)
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typedef struct dynpitchvol
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{
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// NOTE: do not change the order of these parameters
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// NOTE: unless you also change order of rgdpvpreset array elements!
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int preset;
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int pitchrun; // pitch shift % when sound is running 0 - 255
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int pitchstart; // pitch shift % when sound stops or starts 0 - 255
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int spinup; // spinup time 0 - 100
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int spindown; // spindown time 0 - 100
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int volrun; // volume change % when sound is running 0 - 10
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int volstart; // volume change % when sound stops or starts 0 - 10
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int fadein; // volume fade in time 0 - 100
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int fadeout; // volume fade out time 0 - 100
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// Low Frequency Oscillator
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int lfotype; // 0) off 1) square 2) triangle 3) random
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int lforate; // 0 - 1000, how fast lfo osciallates
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int lfomodpitch; // 0-100 mod of current pitch. 0 is off.
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int lfomodvol; // 0-100 mod of current volume. 0 is off.
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int cspinup; // each trigger hit increments counter and spinup pitch
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int cspincount;
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int pitch;
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int spinupsav;
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int spindownsav;
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int pitchfrac;
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int vol;
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int fadeinsav;
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int fadeoutsav;
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int volfrac;
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int lfofrac;
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int lfomult;
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} dynpitchvol_t;
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#define CDPVPRESETMAX 27
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// presets for runtime pitch and vol modulation of ambient sounds
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dynpitchvol_t rgdpvpreset[CDPVPRESETMAX] =
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{
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// pitch pstart spinup spindwn volrun volstrt fadein fadeout lfotype lforate modptch modvol cspnup
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{1, 255, 75, 95, 95, 10, 1, 50, 95, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{2, 255, 85, 70, 88, 10, 1, 20, 88, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{3, 255, 100, 50, 75, 10, 1, 10, 75, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{4, 100, 100, 0, 0, 10, 1, 90, 90, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{5, 100, 100, 0, 0, 10, 1, 80, 80, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{6, 100, 100, 0, 0, 10, 1, 50, 70, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{7, 100, 100, 0, 0, 5, 1, 40, 50, 1, 50, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0},
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{8, 100, 100, 0, 0, 5, 1, 40, 50, 1, 150, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0},
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{9, 100, 100, 0, 0, 5, 1, 40, 50, 1, 750, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0},
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{10,128, 100, 50, 75, 10, 1, 30, 40, 2, 8, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{11,128, 100, 50, 75, 10, 1, 30, 40, 2, 25, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{12,128, 100, 50, 75, 10, 1, 30, 40, 2, 70, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{13,50, 50, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{14,70, 70, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{15,90, 90, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{16,120, 120, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{17,180, 180, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{18,255, 255, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{19,200, 75, 90, 90, 10, 1, 50, 90, 2, 100, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{20,255, 75, 97, 90, 10, 1, 50, 90, 1, 40, 50, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{21,100, 100, 0, 0, 10, 1, 30, 50, 3, 15, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{22,160, 160, 0, 0, 10, 1, 50, 50, 3, 500, 25, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{23,255, 75, 88, 0, 10, 1, 40, 0, 0, 0, 0, 0, 5, 0,0,0,0,0,0,0,0,0,0},
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{24,200, 20, 95, 70, 10, 1, 70, 70, 3, 20, 50, 0, 0, 0,0,0,0,0,0,0,0,0,0},
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{25,180, 100, 50, 60, 10, 1, 40, 60, 2, 90, 100, 100, 0, 0,0,0,0,0,0,0,0,0,0},
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{26,60, 60, 0, 0, 10, 1, 40, 70, 3, 80, 20, 50, 0, 0,0,0,0,0,0,0,0,0,0},
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{27,128, 90, 10, 10, 10, 1, 20, 40, 1, 5, 10, 20, 0, 0,0,0,0,0,0,0,0,0,0}
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};
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class CAmbientGeneric : public CPointEntity
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{
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public:
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DECLARE_CLASS( CAmbientGeneric, CPointEntity );
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bool KeyValue( const char *szKeyName, const char *szValue );
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void Spawn( void );
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void Precache( void );
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void Activate( void );
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void RampThink( void );
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void InitModulationParms(void);
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void ComputeMaxAudibleDistance( );
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// Rules about which entities need to transmit along with me
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
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virtual void UpdateOnRemove( void );
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void ToggleSound();
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void SendSound( SoundFlags_t flags );
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// Input handlers
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void InputPlaySound( inputdata_t &inputdata );
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void InputStopSound( inputdata_t &inputdata );
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void InputToggleSound( inputdata_t &inputdata );
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void InputPitch( inputdata_t &inputdata );
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void InputVolume( inputdata_t &inputdata );
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void InputFadeIn( inputdata_t &inputdata );
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void InputFadeOut( inputdata_t &inputdata );
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DECLARE_DATADESC();
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float m_radius;
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float m_flMaxRadius;
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soundlevel_t m_iSoundLevel; // dB value
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dynpitchvol_t m_dpv;
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bool m_fActive; // only true when the entity is playing a looping sound
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bool m_fLooping; // true when the sound played will loop
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string_t m_iszSound; // Path/filename of WAV file to play.
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string_t m_sSourceEntName;
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EHANDLE m_hSoundSource; // entity from which the sound comes
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int m_nSoundSourceEntIndex; // In case the entity goes away before we finish stopping the sound...
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};
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LINK_ENTITY_TO_CLASS( ambient_generic, CAmbientGeneric );
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BEGIN_DATADESC( CAmbientGeneric )
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DEFINE_KEYFIELD( m_iszSound, FIELD_SOUNDNAME, "message" ),
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DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ),
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DEFINE_KEYFIELD( m_sSourceEntName, FIELD_STRING, "SourceEntityName" ),
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// recomputed in Activate()
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// DEFINE_FIELD( m_hSoundSource, EHANDLE ),
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// DEFINE_FIELD( m_nSoundSourceEntIndex, FIELD_INTERGER ),
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DEFINE_FIELD( m_flMaxRadius, FIELD_FLOAT ),
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DEFINE_FIELD( m_fActive, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_fLooping, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_iSoundLevel, FIELD_INTEGER ),
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// HACKHACK - This is not really in the spirit of the save/restore design, but save this
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// out as a binary data block. If the dynpitchvol_t is changed, old saved games will NOT
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// load these correctly, so bump the save/restore version if you change the size of the struct
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// The right way to do this is to split the input parms (read in keyvalue) into members and re-init this
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// struct in Precache(), but it's unlikely that the struct will change, so it's not worth the time right now.
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DEFINE_ARRAY( m_dpv, FIELD_CHARACTER, sizeof(dynpitchvol_t) ),
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// Function Pointers
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DEFINE_FUNCTION( RampThink ),
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// Inputs
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DEFINE_INPUTFUNC(FIELD_VOID, "PlaySound", InputPlaySound ),
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DEFINE_INPUTFUNC(FIELD_VOID, "StopSound", InputStopSound ),
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DEFINE_INPUTFUNC(FIELD_VOID, "ToggleSound", InputToggleSound ),
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DEFINE_INPUTFUNC(FIELD_FLOAT, "Pitch", InputPitch ),
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DEFINE_INPUTFUNC(FIELD_FLOAT, "Volume", InputVolume ),
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DEFINE_INPUTFUNC(FIELD_FLOAT, "FadeIn", InputFadeIn ),
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DEFINE_INPUTFUNC(FIELD_FLOAT, "FadeOut", InputFadeOut ),
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END_DATADESC()
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#define SF_AMBIENT_SOUND_EVERYWHERE 1
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#define SF_AMBIENT_SOUND_START_SILENT 16
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#define SF_AMBIENT_SOUND_NOT_LOOPING 32
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//-----------------------------------------------------------------------------
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// Spawn
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//-----------------------------------------------------------------------------
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void CAmbientGeneric::Spawn( void )
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{
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m_iSoundLevel = ComputeSoundlevel( m_radius, FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE )?true:false );
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ComputeMaxAudibleDistance( );
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char *szSoundFile = (char *)STRING( m_iszSound );
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if ( !m_iszSound || strlen( szSoundFile ) < 1 )
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{
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Warning( "Empty %s (%s) at %.2f, %.2f, %.2f\n", GetClassname(), GetDebugName(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
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UTIL_Remove(this);
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return;
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}
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SetSolid( SOLID_NONE );
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SetMoveType( MOVETYPE_NONE );
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// Set up think function for dynamic modification
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// of ambient sound's pitch or volume. Don't
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// start thinking yet.
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SetThink(&CAmbientGeneric::RampThink);
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SetNextThink( TICK_NEVER_THINK );
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m_fActive = false;
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if ( FBitSet ( m_spawnflags, SF_AMBIENT_SOUND_NOT_LOOPING ) )
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{
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m_fLooping = false;
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}
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else
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{
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m_fLooping = true;
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}
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m_hSoundSource = NULL;
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m_nSoundSourceEntIndex = -1;
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Precache( );
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// init all dynamic modulation parms
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InitModulationParms();
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}
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//-----------------------------------------------------------------------------
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// Computes the max audible radius for a given sound level
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//-----------------------------------------------------------------------------
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#define MIN_AUDIBLE_VOLUME 1.01e-3
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void CAmbientGeneric::ComputeMaxAudibleDistance( )
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{
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if (( m_iSoundLevel == SNDLVL_NONE ) || ( m_radius == 0.0f ))
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{
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m_flMaxRadius = -1.0f;
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return;
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}
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// Sadly, there's no direct way of getting at this.
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// We have to do an interative computation.
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float flGain = enginesound->GetDistGainFromSoundLevel( m_iSoundLevel, m_radius );
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if ( flGain <= MIN_AUDIBLE_VOLUME )
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{
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m_flMaxRadius = m_radius;
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return;
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}
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float flMinRadius = m_radius;
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float flMaxRadius = m_radius * 2;
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while ( true )
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{
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// First, find a min + max range surrounding the desired distance gain
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float flGain = enginesound->GetDistGainFromSoundLevel( m_iSoundLevel, flMaxRadius );
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if ( flGain <= MIN_AUDIBLE_VOLUME )
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break;
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|
|
|
|
|
// Always audible.
|
|
|
|
if ( flMaxRadius > 1e5 )
|
|
|
|
{
|
|
|
|
m_flMaxRadius = -1.0f;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
flMinRadius = flMaxRadius;
|
|
|
|
flMaxRadius *= 2.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Now home in a little bit
|
|
|
|
int nInterations = 4;
|
|
|
|
while ( --nInterations >= 0 )
|
|
|
|
{
|
|
|
|
float flTestRadius = (flMinRadius + flMaxRadius) * 0.5f;
|
|
|
|
float flGain = enginesound->GetDistGainFromSoundLevel( m_iSoundLevel, flTestRadius );
|
|
|
|
if ( flGain <= MIN_AUDIBLE_VOLUME )
|
|
|
|
{
|
|
|
|
flMaxRadius = flTestRadius;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
flMinRadius = flTestRadius;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flMaxRadius = flMaxRadius;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Input handler for changing pitch.
|
|
|
|
// Input : Float new pitch from 0 - 255 (100 = as recorded).
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::InputPitch( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
m_dpv.pitch = clamp( FastFloatToSmallInt( inputdata.value.Float() ), 0, 255 );
|
|
|
|
|
|
|
|
SendSound( SND_CHANGE_PITCH );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Input handler for changing volume.
|
|
|
|
// Input : Float new volume, from 0 - 10.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::InputVolume( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
//
|
|
|
|
// Multiply the input value by ten since volumes are expected to be from 0 - 100.
|
|
|
|
//
|
|
|
|
m_dpv.vol = clamp( RoundFloatToInt( inputdata.value.Float() * 10.f ), 0, 100 );
|
|
|
|
m_dpv.volfrac = m_dpv.vol << 8;
|
|
|
|
|
|
|
|
SendSound( SND_CHANGE_VOL );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Input handler for fading in volume over time.
|
|
|
|
// Input : Float volume fade in time 0 - 100 seconds
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::InputFadeIn( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
// cancel any fade out that might be happening
|
|
|
|
m_dpv.fadeout = 0;
|
|
|
|
|
|
|
|
m_dpv.fadein = inputdata.value.Float();
|
|
|
|
if (m_dpv.fadein > 100) m_dpv.fadein = 100;
|
|
|
|
if (m_dpv.fadein < 0) m_dpv.fadein = 0;
|
|
|
|
|
|
|
|
if (m_dpv.fadein > 0)
|
|
|
|
m_dpv.fadein = ( 100 << 8 ) / ( m_dpv.fadein * AMBIENT_GENERIC_UPDATE_RATE );
|
|
|
|
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Input handler for fading out volume over time.
|
|
|
|
// Input : Float volume fade out time 0 - 100 seconds
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::InputFadeOut( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
// cancel any fade in that might be happening
|
|
|
|
m_dpv.fadein = 0;
|
|
|
|
|
|
|
|
m_dpv.fadeout = inputdata.value.Float();
|
|
|
|
|
|
|
|
if (m_dpv.fadeout > 100) m_dpv.fadeout = 100;
|
|
|
|
if (m_dpv.fadeout < 0) m_dpv.fadeout = 0;
|
|
|
|
|
|
|
|
if (m_dpv.fadeout > 0)
|
|
|
|
m_dpv.fadeout = ( 100 << 8 ) / ( m_dpv.fadeout * AMBIENT_GENERIC_UPDATE_RATE );
|
|
|
|
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CAmbientGeneric::Precache( void )
|
|
|
|
{
|
|
|
|
char *szSoundFile = (char *)STRING( m_iszSound );
|
|
|
|
if ( m_iszSound != NULL_STRING && strlen( szSoundFile ) > 1 )
|
|
|
|
{
|
|
|
|
if (*szSoundFile != '!')
|
|
|
|
{
|
|
|
|
PrecacheScriptSound(szSoundFile);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !FBitSet (m_spawnflags, SF_AMBIENT_SOUND_START_SILENT ) )
|
|
|
|
{
|
|
|
|
// start the sound ASAP
|
|
|
|
if (m_fLooping)
|
|
|
|
m_fActive = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::Activate( void )
|
|
|
|
{
|
|
|
|
BaseClass::Activate();
|
|
|
|
|
|
|
|
// Initialize sound source. If no source was given, or source can't be found
|
|
|
|
// then this is the source
|
|
|
|
if (m_hSoundSource == NULL)
|
|
|
|
{
|
|
|
|
if (m_sSourceEntName != NULL_STRING)
|
|
|
|
{
|
|
|
|
m_hSoundSource = gEntList.FindEntityByName( NULL, m_sSourceEntName );
|
|
|
|
if ( m_hSoundSource != NULL )
|
|
|
|
{
|
|
|
|
m_nSoundSourceEntIndex = m_hSoundSource->entindex();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_hSoundSource == NULL)
|
|
|
|
{
|
|
|
|
m_hSoundSource = this;
|
|
|
|
m_nSoundSourceEntIndex = entindex();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ( !FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE ) )
|
|
|
|
{
|
|
|
|
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef PORTAL
|
|
|
|
// This is the only way we can silence the radio sound from the first room without touching them map -- jdw
|
|
|
|
if ( PortalGameRules() && PortalGameRules()->ShouldRemoveRadio() )
|
|
|
|
{
|
|
|
|
if ( V_strcmp( STRING( gpGlobals->mapname ), "testchmb_a_00" ) == 0 ||
|
|
|
|
V_strcmp( STRING( gpGlobals->mapname ), "testchmb_a_11" ) == 0 ||
|
|
|
|
V_strcmp( STRING( gpGlobals->mapname ), "testchmb_a_14" ) == 0 )
|
|
|
|
{
|
|
|
|
if ( V_strcmp( STRING( GetEntityName() ), "radio_sound" ) == 0 )
|
|
|
|
{
|
|
|
|
UTIL_Remove( this );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif // PORTAL
|
|
|
|
|
|
|
|
// If active start the sound
|
|
|
|
if ( m_fActive )
|
|
|
|
{
|
|
|
|
int flags = SND_SPAWNING;
|
|
|
|
// If we are loading a saved game, we can't write into the init/signon buffer here, so just issue
|
|
|
|
// as a regular sound message...
|
|
|
|
if ( gpGlobals->eLoadType == MapLoad_Transition ||
|
|
|
|
gpGlobals->eLoadType == MapLoad_LoadGame ||
|
|
|
|
g_pGameRules->InRoundRestart() )
|
|
|
|
{
|
|
|
|
flags = SND_NOFLAGS;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Tracker 76119: 8/12/07 ywb:
|
|
|
|
// Make sure pitch and volume are set up to the correct value (especially after restoring a .sav file)
|
|
|
|
flags |= ( SND_CHANGE_PITCH | SND_CHANGE_VOL );
|
|
|
|
|
|
|
|
// Don't bother sending over to client if volume is zero, though
|
|
|
|
if ( m_dpv.vol > 0 )
|
|
|
|
{
|
|
|
|
SendSound( (SoundFlags_t)flags );
|
|
|
|
}
|
|
|
|
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Rules about which entities need to transmit along with me
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
|
|
|
|
{
|
|
|
|
// Ambient generics never transmit; this is just a way for us to ensure
|
|
|
|
// the sound source gets transmitted; that's why we don't call pInfo->m_pTransmitEdict->Set
|
|
|
|
if ( !m_hSoundSource || m_hSoundSource == this || !m_fActive )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Don't bother sending the position of the source if we have to play everywhere
|
|
|
|
if ( FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE ) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
Assert( pInfo->m_pClientEnt );
|
|
|
|
CBaseEntity *pClient = (CBaseEntity*)(pInfo->m_pClientEnt->GetUnknown());
|
|
|
|
if ( !pClient )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Send the sound source if he's close enough
|
|
|
|
if ( ( m_flMaxRadius < 0 ) || ( pClient->GetAbsOrigin().DistToSqr( m_hSoundSource->GetAbsOrigin() ) <= m_flMaxRadius * m_flMaxRadius ) )
|
|
|
|
{
|
|
|
|
m_hSoundSource->SetTransmit( pInfo, false );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::UpdateOnRemove( void )
|
|
|
|
{
|
|
|
|
if ( m_fActive )
|
|
|
|
{
|
|
|
|
// Stop the sound we're generating
|
|
|
|
SendSound( SND_STOP );
|
|
|
|
}
|
|
|
|
|
|
|
|
BaseClass::UpdateOnRemove();
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Think at 5hz if we are dynamically modifying pitch or volume of the
|
|
|
|
// playing sound. This function will ramp pitch and/or volume up or
|
|
|
|
// down, modify pitch/volume with lfo if active.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::RampThink( void )
|
|
|
|
{
|
|
|
|
int pitch = m_dpv.pitch;
|
|
|
|
int vol = m_dpv.vol;
|
|
|
|
int flags = 0;
|
|
|
|
int fChanged = 0; // false if pitch and vol remain unchanged this round
|
|
|
|
int prev;
|
|
|
|
|
|
|
|
if (!m_dpv.spinup && !m_dpv.spindown && !m_dpv.fadein && !m_dpv.fadeout && !m_dpv.lfotype)
|
|
|
|
return; // no ramps or lfo, stop thinking
|
|
|
|
|
|
|
|
// ==============
|
|
|
|
// pitch envelope
|
|
|
|
// ==============
|
|
|
|
if (m_dpv.spinup || m_dpv.spindown)
|
|
|
|
{
|
|
|
|
prev = m_dpv.pitchfrac >> 8;
|
|
|
|
|
|
|
|
if (m_dpv.spinup > 0)
|
|
|
|
m_dpv.pitchfrac += m_dpv.spinup;
|
|
|
|
else if (m_dpv.spindown > 0)
|
|
|
|
m_dpv.pitchfrac -= m_dpv.spindown;
|
|
|
|
|
|
|
|
pitch = m_dpv.pitchfrac >> 8;
|
|
|
|
|
|
|
|
if (pitch > m_dpv.pitchrun)
|
|
|
|
{
|
|
|
|
pitch = m_dpv.pitchrun;
|
|
|
|
m_dpv.spinup = 0; // done with ramp up
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pitch < m_dpv.pitchstart)
|
|
|
|
{
|
|
|
|
pitch = m_dpv.pitchstart;
|
|
|
|
m_dpv.spindown = 0; // done with ramp down
|
|
|
|
|
|
|
|
// shut sound off
|
|
|
|
SendSound( SND_STOP );
|
|
|
|
|
|
|
|
// return without setting m_flNextThink
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pitch > 255) pitch = 255;
|
|
|
|
if (pitch < 1) pitch = 1;
|
|
|
|
|
|
|
|
m_dpv.pitch = pitch;
|
|
|
|
|
|
|
|
fChanged |= (prev != pitch);
|
|
|
|
flags |= SND_CHANGE_PITCH;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ==================
|
|
|
|
// amplitude envelope
|
|
|
|
// ==================
|
|
|
|
if (m_dpv.fadein || m_dpv.fadeout)
|
|
|
|
{
|
|
|
|
prev = m_dpv.volfrac >> 8;
|
|
|
|
|
|
|
|
if (m_dpv.fadein > 0)
|
|
|
|
m_dpv.volfrac += m_dpv.fadein;
|
|
|
|
else if (m_dpv.fadeout > 0)
|
|
|
|
m_dpv.volfrac -= m_dpv.fadeout;
|
|
|
|
|
|
|
|
vol = m_dpv.volfrac >> 8;
|
|
|
|
|
|
|
|
if (vol > m_dpv.volrun)
|
|
|
|
{
|
|
|
|
vol = m_dpv.volrun;
|
|
|
|
m_dpv.volfrac = vol << 8;
|
|
|
|
m_dpv.fadein = 0; // done with ramp up
|
|
|
|
}
|
|
|
|
|
|
|
|
if (vol < m_dpv.volstart)
|
|
|
|
{
|
|
|
|
vol = m_dpv.volstart;
|
|
|
|
m_dpv.vol = vol;
|
|
|
|
m_dpv.volfrac = vol << 8;
|
|
|
|
m_dpv.fadeout = 0; // done with ramp down
|
|
|
|
|
|
|
|
// shut sound off
|
|
|
|
SendSound( SND_STOP );
|
|
|
|
|
|
|
|
// return without setting m_flNextThink
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (vol > 100)
|
|
|
|
{
|
|
|
|
vol = 100;
|
|
|
|
m_dpv.volfrac = vol << 8;
|
|
|
|
}
|
|
|
|
if (vol < 1)
|
|
|
|
{
|
|
|
|
vol = 1;
|
|
|
|
m_dpv.volfrac = vol << 8;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_dpv.vol = vol;
|
|
|
|
|
|
|
|
fChanged |= (prev != vol);
|
|
|
|
flags |= SND_CHANGE_VOL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ===================
|
|
|
|
// pitch/amplitude LFO
|
|
|
|
// ===================
|
|
|
|
if (m_dpv.lfotype)
|
|
|
|
{
|
|
|
|
int pos;
|
|
|
|
|
|
|
|
if (m_dpv.lfofrac > 0x6fffffff)
|
|
|
|
m_dpv.lfofrac = 0;
|
|
|
|
|
|
|
|
// update lfo, lfofrac/255 makes a triangle wave 0-255
|
|
|
|
m_dpv.lfofrac += m_dpv.lforate;
|
|
|
|
pos = m_dpv.lfofrac >> 8;
|
|
|
|
|
|
|
|
if (m_dpv.lfofrac < 0)
|
|
|
|
{
|
|
|
|
m_dpv.lfofrac = 0;
|
|
|
|
m_dpv.lforate = abs(m_dpv.lforate);
|
|
|
|
pos = 0;
|
|
|
|
}
|
|
|
|
else if (pos > 255)
|
|
|
|
{
|
|
|
|
pos = 255;
|
|
|
|
m_dpv.lfofrac = (255 << 8);
|
|
|
|
m_dpv.lforate = -abs(m_dpv.lforate);
|
|
|
|
}
|
|
|
|
|
|
|
|
switch(m_dpv.lfotype)
|
|
|
|
{
|
|
|
|
case LFO_SQUARE:
|
|
|
|
if (pos < 128)
|
|
|
|
m_dpv.lfomult = 255;
|
|
|
|
else
|
|
|
|
m_dpv.lfomult = 0;
|
|
|
|
|
|
|
|
break;
|
|
|
|
case LFO_RANDOM:
|
|
|
|
if (pos == 255)
|
|
|
|
m_dpv.lfomult = random->RandomInt(0, 255);
|
|
|
|
break;
|
|
|
|
case LFO_TRIANGLE:
|
|
|
|
default:
|
|
|
|
m_dpv.lfomult = pos;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_dpv.lfomodpitch)
|
|
|
|
{
|
|
|
|
prev = pitch;
|
|
|
|
|
|
|
|
// pitch 0-255
|
|
|
|
pitch += ((m_dpv.lfomult - 128) * m_dpv.lfomodpitch) / 100;
|
|
|
|
|
|
|
|
if (pitch > 255) pitch = 255;
|
|
|
|
if (pitch < 1) pitch = 1;
|
|
|
|
|
|
|
|
|
|
|
|
fChanged |= (prev != pitch);
|
|
|
|
flags |= SND_CHANGE_PITCH;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_dpv.lfomodvol)
|
|
|
|
{
|
|
|
|
// vol 0-100
|
|
|
|
prev = vol;
|
|
|
|
|
|
|
|
vol += ((m_dpv.lfomult - 128) * m_dpv.lfomodvol) / 100;
|
|
|
|
|
|
|
|
if (vol > 100) vol = 100;
|
|
|
|
if (vol < 0) vol = 0;
|
|
|
|
|
|
|
|
fChanged |= (prev != vol);
|
|
|
|
flags |= SND_CHANGE_VOL;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// Send update to playing sound only if we actually changed
|
|
|
|
// pitch or volume in this routine.
|
|
|
|
|
|
|
|
if (flags && fChanged)
|
|
|
|
{
|
|
|
|
if (pitch == PITCH_NORM)
|
|
|
|
pitch = PITCH_NORM + 1; // don't send 'no pitch' !
|
|
|
|
|
|
|
|
CBaseEntity* pSoundSource = m_hSoundSource;
|
|
|
|
if (pSoundSource)
|
|
|
|
{
|
|
|
|
UTIL_EmitAmbientSound(pSoundSource->GetSoundSourceIndex(), pSoundSource->GetAbsOrigin(),
|
|
|
|
STRING( m_iszSound ), (vol * 0.01), m_iSoundLevel, flags, pitch);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// update ramps at 5hz
|
|
|
|
SetNextThink( gpGlobals->curtime + AMBIENT_GENERIC_THINK_DELAY );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Init all ramp params in preparation to play a new sound.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::InitModulationParms(void)
|
|
|
|
{
|
|
|
|
int pitchinc;
|
|
|
|
|
|
|
|
m_dpv.volrun = m_iHealth * 10; // 0 - 100
|
|
|
|
if (m_dpv.volrun > 100) m_dpv.volrun = 100;
|
|
|
|
if (m_dpv.volrun < 0) m_dpv.volrun = 0;
|
|
|
|
|
|
|
|
// get presets
|
|
|
|
if (m_dpv.preset != 0 && m_dpv.preset <= CDPVPRESETMAX)
|
|
|
|
{
|
|
|
|
// load preset values
|
|
|
|
m_dpv = rgdpvpreset[m_dpv.preset - 1];
|
|
|
|
|
|
|
|
// fixup preset values, just like
|
|
|
|
// fixups in KeyValue routine.
|
|
|
|
if (m_dpv.spindown > 0)
|
|
|
|
m_dpv.spindown = (101 - m_dpv.spindown) * 64;
|
|
|
|
if (m_dpv.spinup > 0)
|
|
|
|
m_dpv.spinup = (101 - m_dpv.spinup) * 64;
|
|
|
|
|
|
|
|
m_dpv.volstart *= 10;
|
|
|
|
m_dpv.volrun *= 10;
|
|
|
|
|
|
|
|
if (m_dpv.fadein > 0)
|
|
|
|
m_dpv.fadein = (101 - m_dpv.fadein) * 64;
|
|
|
|
if (m_dpv.fadeout > 0)
|
|
|
|
m_dpv.fadeout = (101 - m_dpv.fadeout) * 64;
|
|
|
|
|
|
|
|
m_dpv.lforate *= 256;
|
|
|
|
|
|
|
|
m_dpv.fadeinsav = m_dpv.fadein;
|
|
|
|
m_dpv.fadeoutsav = m_dpv.fadeout;
|
|
|
|
m_dpv.spinupsav = m_dpv.spinup;
|
|
|
|
m_dpv.spindownsav = m_dpv.spindown;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_dpv.fadein = m_dpv.fadeinsav;
|
|
|
|
m_dpv.fadeout = 0;
|
|
|
|
|
|
|
|
if (m_dpv.fadein)
|
|
|
|
m_dpv.vol = m_dpv.volstart;
|
|
|
|
else
|
|
|
|
m_dpv.vol = m_dpv.volrun;
|
|
|
|
|
|
|
|
m_dpv.spinup = m_dpv.spinupsav;
|
|
|
|
m_dpv.spindown = 0;
|
|
|
|
|
|
|
|
if (m_dpv.spinup)
|
|
|
|
m_dpv.pitch = m_dpv.pitchstart;
|
|
|
|
else
|
|
|
|
m_dpv.pitch = m_dpv.pitchrun;
|
|
|
|
|
|
|
|
if (m_dpv.pitch == 0)
|
|
|
|
m_dpv.pitch = PITCH_NORM;
|
|
|
|
|
|
|
|
m_dpv.pitchfrac = m_dpv.pitch << 8;
|
|
|
|
m_dpv.volfrac = m_dpv.vol << 8;
|
|
|
|
|
|
|
|
m_dpv.lfofrac = 0;
|
|
|
|
m_dpv.lforate = abs(m_dpv.lforate);
|
|
|
|
|
|
|
|
m_dpv.cspincount = 1;
|
|
|
|
|
|
|
|
if (m_dpv.cspinup)
|
|
|
|
{
|
|
|
|
pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup;
|
|
|
|
|
|
|
|
m_dpv.pitchrun = m_dpv.pitchstart + pitchinc;
|
|
|
|
if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((m_dpv.spinupsav || m_dpv.spindownsav || (m_dpv.lfotype && m_dpv.lfomodpitch))
|
|
|
|
&& (m_dpv.pitch == PITCH_NORM))
|
|
|
|
m_dpv.pitch = PITCH_NORM + 1; // must never send 'no pitch' as first pitch
|
|
|
|
// if we intend to pitch shift later!
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Input handler that begins playing the sound.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::InputPlaySound( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
if (!m_fActive)
|
|
|
|
{
|
|
|
|
//Adrian: Stop our current sound before starting a new one!
|
|
|
|
SendSound( SND_STOP );
|
|
|
|
|
|
|
|
ToggleSound();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Input handler that stops playing the sound.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::InputStopSound( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
if (m_fActive)
|
|
|
|
{
|
|
|
|
ToggleSound();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CAmbientGeneric::SendSound( SoundFlags_t flags)
|
|
|
|
{
|
|
|
|
char *szSoundFile = (char *)STRING( m_iszSound );
|
|
|
|
CBaseEntity* pSoundSource = m_hSoundSource;
|
|
|
|
if ( pSoundSource )
|
|
|
|
{
|
|
|
|
if ( flags == SND_STOP )
|
|
|
|
{
|
|
|
|
UTIL_EmitAmbientSound(pSoundSource->GetSoundSourceIndex(), pSoundSource->GetAbsOrigin(), szSoundFile,
|
|
|
|
0, SNDLVL_NONE, flags, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
UTIL_EmitAmbientSound(pSoundSource->GetSoundSourceIndex(), pSoundSource->GetAbsOrigin(), szSoundFile,
|
|
|
|
(m_dpv.vol * 0.01), m_iSoundLevel, flags, m_dpv.pitch);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ( ( flags == SND_STOP ) &&
|
|
|
|
( m_nSoundSourceEntIndex != -1 ) )
|
|
|
|
{
|
|
|
|
UTIL_EmitAmbientSound(m_nSoundSourceEntIndex, GetAbsOrigin(), szSoundFile,
|
|
|
|
0, SNDLVL_NONE, flags, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Input handler that stops playing the sound.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::InputToggleSound( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
ToggleSound();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Turns an ambient sound on or off. If the ambient is a looping sound,
|
|
|
|
// mark sound as active (m_fActive) if it's playing, innactive if not.
|
|
|
|
// If the sound is not a looping sound, never mark it as active.
|
|
|
|
// Input : pActivator -
|
|
|
|
// pCaller -
|
|
|
|
// useType -
|
|
|
|
// value -
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAmbientGeneric::ToggleSound()
|
|
|
|
{
|
|
|
|
// m_fActive is true only if a looping sound is playing.
|
|
|
|
|
|
|
|
if ( m_fActive )
|
|
|
|
{// turn sound off
|
|
|
|
|
|
|
|
if (m_dpv.cspinup)
|
|
|
|
{
|
|
|
|
// Don't actually shut off. Each toggle causes
|
|
|
|
// incremental spinup to max pitch
|
|
|
|
|
|
|
|
if (m_dpv.cspincount <= m_dpv.cspinup)
|
|
|
|
{
|
|
|
|
int pitchinc;
|
|
|
|
|
|
|
|
// start a new spinup
|
|
|
|
m_dpv.cspincount++;
|
|
|
|
|
|
|
|
pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup;
|
|
|
|
|
|
|
|
m_dpv.spinup = m_dpv.spinupsav;
|
|
|
|
m_dpv.spindown = 0;
|
|
|
|
|
|
|
|
m_dpv.pitchrun = m_dpv.pitchstart + pitchinc * m_dpv.cspincount;
|
|
|
|
if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255;
|
|
|
|
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_fActive = false;
|
|
|
|
|
|
|
|
// HACKHACK - this makes the code in Precache() work properly after a save/restore
|
|
|
|
m_spawnflags |= SF_AMBIENT_SOUND_START_SILENT;
|
|
|
|
|
|
|
|
if (m_dpv.spindownsav || m_dpv.fadeoutsav)
|
|
|
|
{
|
|
|
|
// spin it down (or fade it) before shutoff if spindown is set
|
|
|
|
m_dpv.spindown = m_dpv.spindownsav;
|
|
|
|
m_dpv.spinup = 0;
|
|
|
|
|
|
|
|
m_dpv.fadeout = m_dpv.fadeoutsav;
|
|
|
|
m_dpv.fadein = 0;
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SendSound( SND_STOP ); // stop sound
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{// turn sound on
|
|
|
|
|
|
|
|
// only toggle if this is a looping sound. If not looping, each
|
|
|
|
// trigger will cause the sound to play. If the sound is still
|
|
|
|
// playing from a previous trigger press, it will be shut off
|
|
|
|
// and then restarted.
|
|
|
|
|
|
|
|
if (m_fLooping)
|
|
|
|
m_fActive = true;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// shut sound off now - may be interrupting a long non-looping sound
|
|
|
|
SendSound( SND_STOP ); // stop sound
|
|
|
|
}
|
|
|
|
|
|
|
|
// init all ramp params for startup
|
|
|
|
|
|
|
|
InitModulationParms();
|
|
|
|
|
|
|
|
SendSound( SND_NOFLAGS ); // send sound
|
|
|
|
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// KeyValue - load keyvalue pairs into member data of the
|
|
|
|
// ambient generic. NOTE: called BEFORE spawn!
|
|
|
|
bool CAmbientGeneric::KeyValue( const char *szKeyName, const char *szValue )
|
|
|
|
{
|
|
|
|
// NOTE: changing any of the modifiers in this code
|
|
|
|
// NOTE: also requires changing InitModulationParms code.
|
|
|
|
|
|
|
|
// preset
|
|
|
|
if (FStrEq(szKeyName, "preset"))
|
|
|
|
{
|
|
|
|
m_dpv.preset = atoi(szValue);
|
|
|
|
}
|
|
|
|
// pitchrun
|
|
|
|
else if (FStrEq(szKeyName, "pitch"))
|
|
|
|
{
|
|
|
|
m_dpv.pitchrun = atoi(szValue);
|
|
|
|
|
|
|
|
if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255;
|
|
|
|
if (m_dpv.pitchrun < 0) m_dpv.pitchrun = 0;
|
|
|
|
}
|
|
|
|
// pitchstart
|
|
|
|
else if (FStrEq(szKeyName, "pitchstart"))
|
|
|
|
{
|
|
|
|
m_dpv.pitchstart = atoi(szValue);
|
|
|
|
|
|
|
|
if (m_dpv.pitchstart > 255) m_dpv.pitchstart = 255;
|
|
|
|
if (m_dpv.pitchstart < 0) m_dpv.pitchstart = 0;
|
|
|
|
}
|
|
|
|
// spinup
|
|
|
|
else if (FStrEq(szKeyName, "spinup"))
|
|
|
|
{
|
|
|
|
m_dpv.spinup = atoi(szValue);
|
|
|
|
|
|
|
|
if (m_dpv.spinup > 100) m_dpv.spinup = 100;
|
|
|
|
if (m_dpv.spinup < 0) m_dpv.spinup = 0;
|
|
|
|
|
|
|
|
if (m_dpv.spinup > 0)
|
|
|
|
m_dpv.spinup = (101 - m_dpv.spinup) * 64;
|
|
|
|
m_dpv.spinupsav = m_dpv.spinup;
|
|
|
|
}
|
|
|
|
// spindown
|
|
|
|
else if (FStrEq(szKeyName, "spindown"))
|
|
|
|
{
|
|
|
|
m_dpv.spindown = atoi(szValue);
|
|
|
|
|
|
|
|
if (m_dpv.spindown > 100) m_dpv.spindown = 100;
|
|
|
|
if (m_dpv.spindown < 0) m_dpv.spindown = 0;
|
|
|
|
|
|
|
|
if (m_dpv.spindown > 0)
|
|
|
|
m_dpv.spindown = (101 - m_dpv.spindown) * 64;
|
|
|
|
m_dpv.spindownsav = m_dpv.spindown;
|
|
|
|
}
|
|
|
|
// volstart
|
|
|
|
else if (FStrEq(szKeyName, "volstart"))
|
|
|
|
{
|
|
|
|
m_dpv.volstart = atoi(szValue);
|
|
|
|
|
|
|
|
if (m_dpv.volstart > 10) m_dpv.volstart = 10;
|
|
|
|
if (m_dpv.volstart < 0) m_dpv.volstart = 0;
|
|
|
|
|
|
|
|
m_dpv.volstart *= 10; // 0 - 100
|
|
|
|
}
|
|
|
|
// legacy fadein
|
|
|
|
else if (FStrEq(szKeyName, "fadein"))
|
|
|
|
{
|
|
|
|
m_dpv.fadein = atoi(szValue);
|
|
|
|
|
|
|
|
if (m_dpv.fadein > 100) m_dpv.fadein = 100;
|
|
|
|
if (m_dpv.fadein < 0) m_dpv.fadein = 0;
|
|
|
|
|
|
|
|
if (m_dpv.fadein > 0)
|
|
|
|
m_dpv.fadein = (101 - m_dpv.fadein) * 64;
|
|
|
|
m_dpv.fadeinsav = m_dpv.fadein;
|
|
|
|
}
|
|
|
|
// legacy fadeout
|
|
|
|
else if (FStrEq(szKeyName, "fadeout"))
|
|
|
|
{
|
|
|
|
m_dpv.fadeout = atoi(szValue);
|
|
|
|
|
|
|
|
if (m_dpv.fadeout > 100) m_dpv.fadeout = 100;
|
|
|
|
if (m_dpv.fadeout < 0) m_dpv.fadeout = 0;
|
|
|
|
|
|
|
|
if (m_dpv.fadeout > 0)
|
|
|
|
m_dpv.fadeout = (101 - m_dpv.fadeout) * 64;
|
|
|
|
m_dpv.fadeoutsav = m_dpv.fadeout;
|
|
|
|
}
|
|
|
|
// fadeinsecs
|
|
|
|
else if (FStrEq(szKeyName, "fadeinsecs"))
|
|
|
|
{
|
|
|
|
m_dpv.fadein = atoi(szValue);
|
|
|
|
|
|
|
|
if (m_dpv.fadein > 100) m_dpv.fadein = 100;
|
|
|
|
if (m_dpv.fadein < 0) m_dpv.fadein = 0;
|
|
|
|
|
|
|
|
if (m_dpv.fadein > 0)
|
|
|
|
m_dpv.fadein = ( 100 << 8 ) / ( m_dpv.fadein * AMBIENT_GENERIC_UPDATE_RATE );
|
|
|
|
m_dpv.fadeinsav = m_dpv.fadein;
|
|
|
|
}
|
|
|
|
// fadeoutsecs
|
|
|
|
else if (FStrEq(szKeyName, "fadeoutsecs"))
|
|
|
|
{
|
|
|
|
m_dpv.fadeout = atoi(szValue);
|
|
|
|
|
|
|
|
if (m_dpv.fadeout > 100) m_dpv.fadeout = 100;
|
|
|
|
if (m_dpv.fadeout < 0) m_dpv.fadeout = 0;
|
|
|
|
|
|
|
|
if (m_dpv.fadeout > 0)
|
|
|
|
m_dpv.fadeout = ( 100 << 8 ) / ( m_dpv.fadeout * AMBIENT_GENERIC_UPDATE_RATE );
|
|
|
|
m_dpv.fadeoutsav = m_dpv.fadeout;
|
|
|
|
}
|
|
|
|
// lfotype
|
|
|
|
else if (FStrEq(szKeyName, "lfotype"))
|
|
|
|
{
|
|
|
|
m_dpv.lfotype = atoi(szValue);
|
|
|
|
if (m_dpv.lfotype > 4) m_dpv.lfotype = LFO_TRIANGLE;
|
|
|
|
}
|
|
|
|
// lforate
|
|
|
|
else if (FStrEq(szKeyName, "lforate"))
|
|
|
|
{
|
|
|
|
m_dpv.lforate = atoi(szValue);
|
|
|
|
|
|
|
|
if (m_dpv.lforate > 1000) m_dpv.lforate = 1000;
|
|
|
|
if (m_dpv.lforate < 0) m_dpv.lforate = 0;
|
|
|
|
|
|
|
|
m_dpv.lforate *= 256;
|
|
|
|
}
|
|
|
|
// lfomodpitch
|
|
|
|
else if (FStrEq(szKeyName, "lfomodpitch"))
|
|
|
|
{
|
|
|
|
m_dpv.lfomodpitch = atoi(szValue);
|
|
|
|
if (m_dpv.lfomodpitch > 100) m_dpv.lfomodpitch = 100;
|
|
|
|
if (m_dpv.lfomodpitch < 0) m_dpv.lfomodpitch = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// lfomodvol
|
|
|
|
else if (FStrEq(szKeyName, "lfomodvol"))
|
|
|
|
{
|
|
|
|
m_dpv.lfomodvol = atoi(szValue);
|
|
|
|
if (m_dpv.lfomodvol > 100) m_dpv.lfomodvol = 100;
|
|
|
|
if (m_dpv.lfomodvol < 0) m_dpv.lfomodvol = 0;
|
|
|
|
}
|
|
|
|
// cspinup
|
|
|
|
else if (FStrEq(szKeyName, "cspinup"))
|
|
|
|
{
|
|
|
|
m_dpv.cspinup = atoi(szValue);
|
|
|
|
if (m_dpv.cspinup > 100) m_dpv.cspinup = 100;
|
|
|
|
if (m_dpv.cspinup < 0) m_dpv.cspinup = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
return BaseClass::KeyValue( szKeyName, szValue );
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// =================== ROOM SOUND FX ==========================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// ==================== SENTENCE GROUPS, UTILITY FUNCTIONS ======================================
|
|
|
|
|
|
|
|
int fSentencesInit = false;
|
|
|
|
|
|
|
|
// ===================== SENTENCE GROUPS, MAIN ROUTINES ========================
|
|
|
|
|
|
|
|
// given sentence group index, play random sentence for given entity.
|
|
|
|
// returns sentenceIndex - which sentence was picked
|
|
|
|
// Ipick is only needed if you plan on stopping the sound before playback is done (see SENTENCEG_Stop).
|
|
|
|
// sentenceIndex can be used to find the name/length of the sentence
|
|
|
|
|
|
|
|
int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg,
|
|
|
|
float volume, soundlevel_t soundlevel, int flags, int pitch)
|
|
|
|
{
|
|
|
|
char name[64];
|
|
|
|
int ipick;
|
|
|
|
|
|
|
|
if (!fSentencesInit)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
name[0] = 0;
|
|
|
|
|
|
|
|
ipick = engine->SentenceGroupPick( isentenceg, name, sizeof( name ) );
|
|
|
|
if (ipick > 0 && name)
|
|
|
|
{
|
|
|
|
int sentenceIndex = SENTENCEG_Lookup( name );
|
|
|
|
CPASAttenuationFilter filter( GetContainingEntity( entity ), soundlevel );
|
|
|
|
CBaseEntity::EmitSentenceByIndex( filter, ENTINDEX(entity), CHAN_VOICE, sentenceIndex, volume, soundlevel, flags, pitch );
|
|
|
|
return sentenceIndex;
|
|
|
|
}
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Picks a sentence, but doesn't play it
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int SENTENCEG_PickRndSz(const char *szgroupname)
|
|
|
|
{
|
|
|
|
char name[64];
|
|
|
|
int ipick;
|
|
|
|
int isentenceg;
|
|
|
|
|
|
|
|
if (!fSentencesInit)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
name[0] = 0;
|
|
|
|
|
|
|
|
isentenceg = engine->SentenceGroupIndexFromName(szgroupname);
|
|
|
|
if (isentenceg < 0)
|
|
|
|
{
|
|
|
|
Warning( "No such sentence group %s\n", szgroupname );
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
ipick = engine->SentenceGroupPick(isentenceg, name, sizeof( name ));
|
|
|
|
if (ipick >= 0 && name[0])
|
|
|
|
{
|
|
|
|
return SENTENCEG_Lookup( name );
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Plays a sentence by sentence index
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SENTENCEG_PlaySentenceIndex( edict_t *entity, int iSentenceIndex, float volume, soundlevel_t soundlevel, int flags, int pitch )
|
|
|
|
{
|
|
|
|
if ( iSentenceIndex >= 0 )
|
|
|
|
{
|
|
|
|
CPASAttenuationFilter filter( GetContainingEntity( entity ), soundlevel );
|
|
|
|
CBaseEntity::EmitSentenceByIndex( filter, ENTINDEX(entity), CHAN_VOICE, iSentenceIndex, volume, soundlevel, flags, pitch );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int SENTENCEG_PlayRndSz(edict_t *entity, const char *szgroupname,
|
|
|
|
float volume, soundlevel_t soundlevel, int flags, int pitch)
|
|
|
|
{
|
|
|
|
char name[64];
|
|
|
|
int ipick;
|
|
|
|
int isentenceg;
|
|
|
|
|
|
|
|
if (!fSentencesInit)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
name[0] = 0;
|
|
|
|
|
|
|
|
isentenceg = engine->SentenceGroupIndexFromName(szgroupname);
|
|
|
|
if (isentenceg < 0)
|
|
|
|
{
|
|
|
|
Warning( "No such sentence group %s\n", szgroupname );
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
ipick = engine->SentenceGroupPick(isentenceg, name, sizeof( name ));
|
|
|
|
if (ipick >= 0 && name[0])
|
|
|
|
{
|
|
|
|
int sentenceIndex = SENTENCEG_Lookup( name );
|
|
|
|
CPASAttenuationFilter filter( GetContainingEntity( entity ), soundlevel );
|
|
|
|
CBaseEntity::EmitSentenceByIndex( filter, ENTINDEX(entity), CHAN_VOICE, sentenceIndex, volume, soundlevel, flags, pitch );
|
|
|
|
return sentenceIndex;
|
|
|
|
}
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// play sentences in sequential order from sentence group. Reset after last sentence.
|
|
|
|
|
|
|
|
int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szgroupname,
|
|
|
|
float volume, soundlevel_t soundlevel, int flags, int pitch, int ipick, int freset)
|
|
|
|
{
|
|
|
|
char name[64];
|
|
|
|
int ipicknext;
|
|
|
|
int isentenceg;
|
|
|
|
|
|
|
|
if (!fSentencesInit)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
name[0] = 0;
|
|
|
|
|
|
|
|
isentenceg = engine->SentenceGroupIndexFromName(szgroupname);
|
|
|
|
if (isentenceg < 0)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
ipicknext = engine->SentenceGroupPickSequential(isentenceg, name, sizeof( name ), ipick, freset);
|
|
|
|
if (ipicknext >= 0 && name[0])
|
|
|
|
{
|
|
|
|
int sentenceIndex = SENTENCEG_Lookup( name );
|
|
|
|
CPASAttenuationFilter filter( GetContainingEntity( entity ), soundlevel );
|
|
|
|
CBaseEntity::EmitSentenceByIndex( filter, ENTINDEX(entity), CHAN_VOICE, sentenceIndex, volume, soundlevel, flags, pitch );
|
|
|
|
return sentenceIndex;
|
|
|
|
}
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
// for this entity, for the given sentence within the sentence group, stop
|
|
|
|
// the sentence.
|
|
|
|
|
|
|
|
void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick)
|
|
|
|
{
|
|
|
|
char buffer[64];
|
|
|
|
char sznum[8];
|
|
|
|
|
|
|
|
if (!fSentencesInit)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (isentenceg < 0 || ipick < 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Q_snprintf(buffer,sizeof(buffer),"!%s%d", engine->SentenceGroupNameFromIndex( isentenceg ), ipick );
|
|
|
|
|
|
|
|
UTIL_StopSound(entity, CHAN_VOICE, buffer);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// open sentences.txt, scan for groups, build rgsentenceg
|
|
|
|
// Should be called from world spawn, only works on the
|
|
|
|
// first call and is ignored subsequently.
|
|
|
|
void SENTENCEG_Init()
|
|
|
|
{
|
|
|
|
if (fSentencesInit)
|
|
|
|
return;
|
|
|
|
|
|
|
|
engine->PrecacheSentenceFile( "scripts/sentences.txt" );
|
|
|
|
fSentencesInit = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// convert sentence (sample) name to !sentencenum, return !sentencenum
|
|
|
|
|
|
|
|
int SENTENCEG_Lookup(const char *sample)
|
|
|
|
{
|
|
|
|
return engine->SentenceIndexFromName( sample + 1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int SENTENCEG_GetIndex(const char *szrootname)
|
|
|
|
{
|
|
|
|
return engine->SentenceGroupIndexFromName( szrootname );
|
|
|
|
}
|
|
|
|
|
|
|
|
void UTIL_RestartAmbientSounds( void )
|
|
|
|
{
|
|
|
|
CAmbientGeneric *pAmbient = NULL;
|
|
|
|
while ( ( pAmbient = (CAmbientGeneric*) gEntList.FindEntityByClassname( pAmbient, "ambient_generic" ) ) != NULL )
|
|
|
|
{
|
|
|
|
if (pAmbient->m_fActive )
|
|
|
|
{
|
|
|
|
if ( strstr( STRING( pAmbient->m_iszSound ), "mp3" ) )
|
|
|
|
{
|
|
|
|
pAmbient->SendSound( SND_CHANGE_VOL ); // fake a change, so we don't create 2 sounds
|
|
|
|
}
|
|
|
|
pAmbient->SendSound( SND_CHANGE_VOL ); // fake a change, so we don't create 2 sounds
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// play a specific sentence over the HEV suit speaker - just pass player entity, and !sentencename
|
|
|
|
|
|
|
|
void UTIL_EmitSoundSuit(edict_t *entity, const char *sample)
|
|
|
|
{
|
|
|
|
float fvol;
|
|
|
|
int pitch = PITCH_NORM;
|
|
|
|
|
|
|
|
fvol = suitvolume.GetFloat();
|
|
|
|
if (random->RandomInt(0,1))
|
|
|
|
pitch = random->RandomInt(0,6) + 98;
|
|
|
|
|
|
|
|
// If friendlies are talking, reduce the volume of the suit
|
|
|
|
if ( !g_AIFriendliesTalkSemaphore.IsAvailable( GetContainingEntity( entity ) ) )
|
|
|
|
{
|
|
|
|
fvol *= 0.3;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fvol > 0.05)
|
|
|
|
{
|
|
|
|
CPASAttenuationFilter filter( GetContainingEntity( entity ) );
|
|
|
|
filter.MakeReliable();
|
|
|
|
|
|
|
|
EmitSound_t ep;
|
|
|
|
ep.m_nChannel = CHAN_STATIC;
|
|
|
|
ep.m_pSoundName = sample;
|
|
|
|
ep.m_flVolume = fvol;
|
|
|
|
ep.m_SoundLevel = SNDLVL_NORM;
|
|
|
|
ep.m_nPitch = pitch;
|
|
|
|
|
|
|
|
CBaseEntity::EmitSound( filter, ENTINDEX(entity), ep );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// play a sentence, randomly selected from the passed in group id, over the HEV suit speaker
|
|
|
|
|
|
|
|
int UTIL_EmitGroupIDSuit(edict_t *entity, int isentenceg)
|
|
|
|
{
|
|
|
|
float fvol;
|
|
|
|
int pitch = PITCH_NORM;
|
|
|
|
int sentenceIndex = -1;
|
|
|
|
|
|
|
|
fvol = suitvolume.GetFloat();
|
|
|
|
if (random->RandomInt(0,1))
|
|
|
|
pitch = random->RandomInt(0,6) + 98;
|
|
|
|
|
|
|
|
// If friendlies are talking, reduce the volume of the suit
|
|
|
|
if ( !g_AIFriendliesTalkSemaphore.IsAvailable( GetContainingEntity( entity ) ) )
|
|
|
|
{
|
|
|
|
fvol *= 0.3;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fvol > 0.05)
|
|
|
|
sentenceIndex = SENTENCEG_PlayRndI(entity, isentenceg, fvol, SNDLVL_NORM, 0, pitch);
|
|
|
|
|
|
|
|
return sentenceIndex;
|
|
|
|
}
|
|
|
|
|
|
|
|
// play a sentence, randomly selected from the passed in groupname
|
|
|
|
|
|
|
|
int UTIL_EmitGroupnameSuit(edict_t *entity, const char *groupname)
|
|
|
|
{
|
|
|
|
float fvol;
|
|
|
|
int pitch = PITCH_NORM;
|
|
|
|
int sentenceIndex = -1;
|
|
|
|
|
|
|
|
fvol = suitvolume.GetFloat();
|
|
|
|
if (random->RandomInt(0,1))
|
|
|
|
pitch = random->RandomInt(0,6) + 98;
|
|
|
|
|
|
|
|
// If friendlies are talking, reduce the volume of the suit
|
|
|
|
if ( !g_AIFriendliesTalkSemaphore.IsAvailable( GetContainingEntity( entity ) ) )
|
|
|
|
{
|
|
|
|
fvol *= 0.3;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (fvol > 0.05)
|
|
|
|
sentenceIndex = SENTENCEG_PlayRndSz(entity, groupname, fvol, SNDLVL_NORM, 0, pitch);
|
|
|
|
|
|
|
|
return sentenceIndex;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ===================== MATERIAL TYPE DETECTION, MAIN ROUTINES ========================
|
|
|
|
//
|
|
|
|
// Used to detect the texture the player is standing on, map the
|
|
|
|
// texture name to a material type. Play footstep sound based
|
|
|
|
// on material type.
|
|
|
|
|
|
|
|
char TEXTURETYPE_Find( trace_t *ptr )
|
|
|
|
{
|
|
|
|
const surfacedata_t *psurfaceData = physprops->GetSurfaceData( ptr->surface.surfaceProps );
|
|
|
|
|
|
|
|
return psurfaceData->game.material;
|
|
|
|
}
|