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