Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmesound.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "movieobjects_interfaces.h"
#include "tier2/tier2.h"
#include "filesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeSound, CDmeSound );
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
void CDmeSound::OnConstruction()
{
m_SoundName.Init( this, "soundname" );
m_GameSoundName.Init( this, "gameSoundName" );
}
void CDmeSound::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// For sounds that are relative paths (instead of GameSound names), get full path
//-----------------------------------------------------------------------------
bool CDmeSound::ComputeSoundFullPath( char *pBuf, int nBufLen )
{
if ( !m_SoundName[0] )
{
pBuf[0] = 0;
return false;
}
// Compute the full path of the sound
char pRelativePath[MAX_PATH];
Q_snprintf( pRelativePath, sizeof(pRelativePath), "sound\\%s", m_SoundName.Get() );
return g_pFullFileSystem->RelativePathToFullPath( pRelativePath, "GAME", pBuf, nBufLen ) != NULL;
}
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeGameSound, CDmeGameSound );
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
void CDmeGameSound::OnConstruction()
{
m_Volume .Init( this, "volume" );
m_Level .Init( this, "level" );
m_Pitch .Init( this, "pitch" );
m_IsStatic .Init( this, "static" );
m_Channel .Init( this, "channel" );
m_Flags .Init( this, "flags" );
// m_Source .Init( this, "source" );
// m_FollowSource.Init( this, "followsource" );
m_Origin .Init( this, "origin" );
m_Direction .Init( this, "direction" );
}
void CDmeGameSound::OnDestruction()
{
}
CDmElement *CDmeGameSound::FindOrAddPhonemeExtractionSettings()
{
if ( HasAttribute( "PhonemeExtractionSettings" ) )
return GetValueElement< CDmElement >( "PhonemeExtractionSettings" );
CDmElement *settings = CreateElement< CDmElement >( "PhonemeExtractionSettings", GetFileId() );
if ( !settings )
return NULL;
SetValue( "PhonemeExtractionSettings", settings );
return settings;
}