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214 lines
7.6 KiB
214 lines
7.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef SND_CHANNELS_H
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#define SND_CHANNELS_H
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#include "mathlib/vector.h"
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#if defined( _WIN32 )
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#pragma once
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#endif
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class CSfxTable;
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class CAudioMixer;
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typedef int SoundSource;
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// DO NOT REORDER: indices to fvolume arrays in channel_t
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#define IFRONT_LEFT 0 // NOTE: must correspond to order of fvolume array below!
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#define IFRONT_RIGHT 1
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#define IREAR_LEFT 2
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#define IREAR_RIGHT 3
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#define IFRONT_CENTER 4
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#define IFRONT_CENTER0 5 // dummy slot - center channel is mono, but mixers reference volume[1] slot
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#define IFRONT_LEFTD 6 // start of doppler right array
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#define IFRONT_RIGHTD 7
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#define IREAR_LEFTD 8
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#define IREAR_RIGHTD 9
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#define IFRONT_CENTERD 10
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#define IFRONT_CENTERD0 11 // dummy slot - center channel is mono, but mixers reference volume[1] slot
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#define CCHANVOLUMES 12
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//-----------------------------------------------------------------------------
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// Purpose: Each currently playing wave is stored in a channel
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//-----------------------------------------------------------------------------
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// NOTE: 128bytes. These are memset to zero at some points. Do not add virtuals without changing that pattern.
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// UNDONE: now 300 bytes...
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struct channel_t
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{
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int guid; // incremented each time a channel is allocated (to match with channel free in tools, etc.)
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int userdata; // user specified data for syncing to tools
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CSfxTable *sfx; // the actual sound
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CAudioMixer *pMixer; // The sound's instance data for this channel
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// speaker channel volumes, indexed using IFRONT_LEFT to IFRONT_CENTER.
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// NOTE: never access these fvolume[] elements directly! Use channel helpers in snd_dma.cpp.
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float fvolume[CCHANVOLUMES]; // 0.0-255.0 current output volumes
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float fvolume_target[CCHANVOLUMES]; // 0.0-255.0 target output volumes
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float fvolume_inc[CCHANVOLUMES]; // volume increment, per frame, moves volume[i] to vol_target[i] (per spatialization)
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uint nFreeChannelAtSampleTime;
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SoundSource soundsource; // see iclientsound.h for description.
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int entchannel; // sound channel (CHAN_STREAM, CHAN_VOICE, etc.)
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int speakerentity; // if a sound is being played through a speaker entity (e.g., on a monitor,), this is the
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// entity upon which to show the lips moving, if the sound has sentence data
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short master_vol; // 0-255 master volume
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short basePitch; // base pitch percent (100% is normal pitch playback)
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float pitch; // real-time pitch after any modulation or shift by dynamic data
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int mixgroups[8]; // sound belongs to these mixgroups: world, actor, player weapon, explosion etc.
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int last_mixgroupid;// last mixgroupid selected
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float last_vol; // last volume after spatialization
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Vector origin; // origin of sound effect
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Vector direction; // direction of the sound
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float dist_mult; // distance multiplier (attenuation/clipK)
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float dspmix; // 0 - 1.0 proportion of dsp to mix with original sound, based on distance
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float dspface; // -1.0 - 1.0 (1.0 = facing listener)
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float distmix; // 0 - 1.0 proportion based on distance from listner (1.0 - 100% wav right - far)
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float dsp_mix_min; // for dspmix calculation - set by current preset in SND_GetDspMix
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float dsp_mix_max; // for dspmix calculation - set by current preset in SND_GetDspMix
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float radius; // Radius of this sound effect (spatialization is different within the radius)
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float ob_gain; // gain drop if sound source obscured from listener
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float ob_gain_target; // target gain while crossfading between ob_gain & ob_gain_target
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float ob_gain_inc; // crossfade increment
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short activeIndex;
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char wavtype; // 0 default, CHAR_DOPPLER, CHAR_DIRECTIONAL, CHAR_DISTVARIANT
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char pad;
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char sample_prev[8]; // last sample(s) in previous input data buffer - space for 2, 16 bit, stereo samples
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int initialStreamPosition;
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int special_dsp;
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union
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{
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unsigned int flagsword;
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struct
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{
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bool bUpdatePositions : 1; // if true, assume sound source can move and update according to entity
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bool isSentence : 1; // true if playing linked sentence
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bool bdry : 1; // if true, bypass all dsp processing for this sound (ie: music)
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bool bSpeaker : 1; // true if sound is playing through in-game speaker entity.
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bool bstereowav : 1; // if true, a stereo .wav file is the sample data source
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bool delayed_start : 1; // If true, sound had a delay and so same sound on same channel won't channel steal from it
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bool fromserver : 1; // for snd_show, networked sounds get colored differently than local sounds
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bool bfirstpass : 1; // true if this is first time sound is spatialized
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bool bTraced : 1; // true if channel was already checked this frame for obscuring
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bool bfast_pitch : 1; // true if using low quality pitch (fast, but no interpolation)
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bool m_bIsFreeingChannel : 1; // true when inside S_FreeChannel - prevents reentrance
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bool m_bCompatibilityAttenuation : 1; // True when we want to use goldsrc compatibility mode for the attenuation
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// In that case, dist_mul is set to a relatively meaningful value in StartDynamic/StartStaticSound,
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// but we interpret it totally differently in SND_GetGain.
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bool m_bShouldPause : 1; // if true, sound should pause when the game is paused
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bool m_bIgnorePhonemes : 1; // if true, we don't want to drive animation w/ phoneme data
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} flags;
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};
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};
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#define MAX_CHANNELS 128
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#define MAX_DYNAMIC_CHANNELS 64
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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extern channel_t channels[MAX_CHANNELS];
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// 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
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// MAX_DYNAMIC_CHANNELS to total_channels = static sounds
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extern int total_channels;
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class CChannelList
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{
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public:
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int Count();
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int GetChannelIndex( int listIndex );
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channel_t *GetChannel( int listIndex );
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void RemoveChannelFromList( int listIndex );
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bool IsQuashed( int listIndex );
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int m_count;
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short m_list[MAX_CHANNELS];
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bool m_quashed[MAX_CHANNELS]; // if true, the channel should be advanced, but not mixed, because it's been heuristically suppressed
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CUtlVector< int > m_nSpecialDSPs;
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bool m_hasSpeakerChannels : 1;
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bool m_hasDryChannels : 1;
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bool m_has11kChannels : 1;
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bool m_has22kChannels : 1;
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bool m_has44kChannels : 1;
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};
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inline int CChannelList::Count()
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{
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return m_count;
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}
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inline int CChannelList::GetChannelIndex( int listIndex )
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{
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return m_list[listIndex];
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}
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inline channel_t *CChannelList::GetChannel( int listIndex )
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{
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return &channels[GetChannelIndex(listIndex)];
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}
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inline bool CChannelList::IsQuashed( int listIndex )
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{
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return m_quashed[listIndex];
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}
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inline void CChannelList::RemoveChannelFromList( int listIndex )
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{
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// decrease the count by one, and swap the deleted channel with
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// the last one.
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m_count--;
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if ( m_count > 0 && listIndex != m_count )
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{
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m_list[listIndex] = m_list[m_count];
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m_quashed[listIndex] = m_quashed[m_count];
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}
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}
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class CActiveChannels
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{
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public:
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void Add( channel_t *pChannel );
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void Remove( channel_t *pChannel );
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void GetActiveChannels( CChannelList &list );
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void Init();
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int GetActiveCount() { return m_count; }
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private:
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int m_count;
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short m_list[MAX_CHANNELS];
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};
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extern CActiveChannels g_ActiveChannels;
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//=============================================================================
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#endif // SND_CHANNELS_H
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