//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "soundscape_system.h" #include "soundscape.h" #include "KeyValues.h" #include "filesystem.h" #include "game.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define SOUNDSCAPE_MANIFEST_FILE "scripts/soundscapes_manifest.txt" CON_COMMAND(soundscape_flush, "Flushes the server & client side soundscapes") { CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); if ( engine->IsDedicatedServer() ) { // If it's a dedicated server, only the server console can run this. if ( pPlayer ) return; } else { // If it's a listen server, only the listen server host can run this. if ( !pPlayer || pPlayer != UTIL_GetListenServerHost() ) return; } g_SoundscapeSystem.FlushSoundscapes(); // don't bother forgetting about the entities g_SoundscapeSystem.Init(); if ( engine->IsDedicatedServer() ) { // If the ds console typed it, send it to everyone. for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pSendToPlayer = UTIL_PlayerByIndex( i ); if ( pSendToPlayer ) engine->ClientCommand( pSendToPlayer->edict(), "cl_soundscape_flush\n" ); } } else { engine->ClientCommand( pPlayer->edict(), "cl_soundscape_flush\n" ); } } CSoundscapeSystem g_SoundscapeSystem( "CSoundscapeSystem" ); extern ConVar soundscape_debug; void CSoundscapeSystem::AddSoundscapeFile( const char *filename ) { MEM_ALLOC_CREDIT(); // Open the soundscape data file, and abort if we can't KeyValues *pKeyValuesData = new KeyValues( filename ); if ( pKeyValuesData->LoadFromFile( filesystem, filename, "GAME" ) ) { // parse out all of the top level sections and save their names KeyValues *pKeys = pKeyValuesData; while ( pKeys ) { if ( pKeys->GetFirstSubKey() ) { if ( g_pDeveloper->GetBool() ) { if ( strstr( pKeys->GetName(), "{" ) ) { Msg("Error parsing soundscape file %s after %s\n", filename, m_soundscapeCount>0 ?m_soundscapes.GetStringText( m_soundscapeCount-1 ) : "FIRST" ); } } m_soundscapes.AddString( pKeys->GetName(), m_soundscapeCount ); if ( IsX360() ) { AddSoundscapeSounds( pKeys, m_soundscapeCount ); } m_soundscapeCount++; } pKeys = pKeys->GetNextKey(); } } pKeyValuesData->deleteThis(); } CON_COMMAND_F( sv_soundscape_printdebuginfo, "print soundscapes", FCVAR_DEVELOPMENTONLY ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return; g_SoundscapeSystem.PrintDebugInfo(); } void CSoundscapeSystem::PrintDebugInfo() { Msg( "\n------- SERVER SOUNDSCAPES -------\n" ); for ( int key=m_soundscapes.First(); key != m_soundscapes.InvalidIndex(); key = m_soundscapes.Next( key ) ) { int id = m_soundscapes.GetIDForKey( key ); const char *pName = m_soundscapes.GetStringForKey( key ); Msg( "- %d: %s\n", id, pName ); } Msg( "-------- SOUNDSCAPE ENTITIES -----\n" ); for( int entityIndex = 0; entityIndex < m_soundscapeEntities.Size(); ++entityIndex ) { CEnvSoundscape *currentSoundscape = m_soundscapeEntities[entityIndex]; Msg("- %d: %s x:%.4f y:%.4f z:%.4f\n", entityIndex, STRING(currentSoundscape->GetSoundscapeName()), currentSoundscape->GetAbsOrigin().x, currentSoundscape->GetAbsOrigin().y, currentSoundscape->GetAbsOrigin().z ); } Msg( "----------------------------------\n\n" ); } bool CSoundscapeSystem::Init() { m_soundscapeCount = 0; const char *mapname = STRING( gpGlobals->mapname ); const char *mapSoundscapeFilename = NULL; if ( mapname && *mapname ) { mapSoundscapeFilename = UTIL_VarArgs( "scripts/soundscapes_%s.txt", mapname ); } KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE ); if( manifest->LoadFromFile( filesystem, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) ) { for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) { if ( !Q_stricmp( sub->GetName(), "file" ) ) { // Add AddSoundscapeFile( sub->GetString() ); if ( mapSoundscapeFilename && FStrEq( sub->GetString(), mapSoundscapeFilename ) ) { mapSoundscapeFilename = NULL; // we've already loaded the map's soundscape } continue; } Warning( "CSoundscapeSystem::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n", SOUNDSCAPE_MANIFEST_FILE, sub->GetName() ); } if ( mapSoundscapeFilename && filesystem->FileExists( mapSoundscapeFilename ) ) { AddSoundscapeFile( mapSoundscapeFilename ); } } else { Error( "Unable to load manifest file '%s'\n", SOUNDSCAPE_MANIFEST_FILE ); } manifest->deleteThis(); m_activeIndex = 0; return true; } void CSoundscapeSystem::FlushSoundscapes( void ) { m_soundscapeCount = 0; m_soundscapes.ClearStrings(); } void CSoundscapeSystem::Shutdown() { FlushSoundscapes(); m_soundscapeEntities.RemoveAll(); m_activeIndex = 0; if ( IsX360() ) { m_soundscapeSounds.Purge(); } } void CSoundscapeSystem::LevelInitPreEntity() { g_SoundscapeSystem.Shutdown(); g_SoundscapeSystem.Init(); } void CSoundscapeSystem::LevelInitPostEntity() { if ( IsX360() ) { m_soundscapeSounds.Purge(); } CUtlVector clusterbounds; int clusterCount = engine->GetClusterCount(); clusterbounds.SetCount( clusterCount ); engine->GetAllClusterBounds( clusterbounds.Base(), clusterCount ); m_soundscapesInCluster.SetCount(clusterCount); for ( int i = 0; i < clusterCount; i++ ) { m_soundscapesInCluster[i].soundscapeCount = 0; m_soundscapesInCluster[i].firstSoundscape = 0; } unsigned char myPVS[16 * 1024]; CUtlVector clusterIndexList; CUtlVector soundscapeIndexList; // find the clusters visible from each soundscape // add this soundscape to the list of soundscapes for that cluster, clip cluster bounds to radius for ( int i = 0; i < m_soundscapeEntities.Count(); i++ ) { Vector position = m_soundscapeEntities[i]->GetAbsOrigin(); float radius = m_soundscapeEntities[i]->m_flRadius; float radiusSq = radius * radius; engine->GetPVSForCluster( engine->GetClusterForOrigin( position ), sizeof( myPVS ), myPVS ); for ( int j = 0; j < clusterCount; j++ ) { if ( myPVS[ j >> 3 ] & (1<<(j&7)) ) { float distSq = CalcSqrDistanceToAABB( clusterbounds[j].mins, clusterbounds[j].maxs, position ); if ( distSq < radiusSq || radius < 0 ) { m_soundscapesInCluster[j].soundscapeCount++; clusterIndexList.AddToTail(j); // UNDONE: Technically you just need a soundscape index and a count for this list. soundscapeIndexList.AddToTail(i); } } } } // basically this part is like a radix sort // this is how many entries we need in the soundscape index list m_soundscapeIndexList.SetCount(soundscapeIndexList.Count()); // now compute the starting index of each cluster int firstSoundscape = 0; for ( int i = 0; i < clusterCount; i++ ) { m_soundscapesInCluster[i].firstSoundscape = firstSoundscape; firstSoundscape += m_soundscapesInCluster[i].soundscapeCount; m_soundscapesInCluster[i].soundscapeCount = 0; } // now add each soundscape index to the appropriate cluster's list // The resulting list is precomputing all soundscapes that need to be checked for a player // in each cluster. This is used to accelerate the per-frame operations for ( int i = 0; i < soundscapeIndexList.Count(); i++ ) { int cluster = clusterIndexList[i]; int outIndex = m_soundscapesInCluster[cluster].soundscapeCount + m_soundscapesInCluster[cluster].firstSoundscape; m_soundscapesInCluster[cluster].soundscapeCount++; m_soundscapeIndexList[outIndex] = soundscapeIndexList[i]; } } int CSoundscapeSystem::GetSoundscapeIndex( const char *pName ) { return m_soundscapes.GetStringID( pName ); } bool CSoundscapeSystem::IsValidIndex( int index ) { if ( index >= 0 && index < m_soundscapeCount ) return true; return false; } void CSoundscapeSystem::AddSoundscapeEntity( CEnvSoundscape *pSoundscape ) { if ( m_soundscapeEntities.Find( pSoundscape ) == -1 ) { int index = m_soundscapeEntities.AddToTail( pSoundscape ); pSoundscape->m_soundscapeEntityId = index + 1; } } void CSoundscapeSystem::RemoveSoundscapeEntity( CEnvSoundscape *pSoundscape ) { m_soundscapeEntities.FindAndRemove( pSoundscape ); pSoundscape->m_soundscapeEntityId = -1; } void CSoundscapeSystem::FrameUpdatePostEntityThink() { int total = m_soundscapeEntities.Count(); if ( total > 0 ) { int traceCount = 0; int playerCount = 0; // budget tuned for TF. Do a max of 20 traces. That's going to happen anyway because a bunch of the maps // use radius -1 for all soundscapes. So to trace one player you'll often need that many and this code must // always trace one player's soundscapes. // If the map has been optimized, then allow more players to update per frame. int maxPlayers = gpGlobals->maxClients / 2; // maxPlayers has to be at least 1 maxPlayers = MAX( 1, maxPlayers ); int maxTraces = 20; if ( soundscape_debug.GetBool() ) { maxTraces = 9999; maxPlayers = MAX_PLAYERS; } // load balance across server ticks a bit by limiting the numbers of players (get cluster for origin) // and traces processed in a single tick. In single player this will update the player every tick // because it always does at least one player's full load of work for ( int i = 0; i < gpGlobals->maxClients && traceCount <= maxTraces && playerCount <= maxPlayers; i++ ) { m_activeIndex = (m_activeIndex+1) % gpGlobals->maxClients; CBasePlayer *pPlayer = UTIL_PlayerByIndex( m_activeIndex + 1 ); if ( pPlayer && pPlayer->IsNetClient() ) { // check to see if this is the sound entity that is // currently affecting this player audioparams_t &audio = pPlayer->GetAudioParams(); // if we got this far, we're looking at an entity that is contending // for current player sound. the closest entity to player wins. CEnvSoundscape *pCurrent = (CEnvSoundscape *)( audio.ent.Get() ); if ( pCurrent ) { int nEntIndex = pCurrent->m_soundscapeEntityId - 1; NOTE_UNUSED( nEntIndex ); Assert( m_soundscapeEntities[nEntIndex] == pCurrent ); } ss_update_t update; update.pPlayer = pPlayer; update.pCurrentSoundscape = pCurrent; update.playerPosition = pPlayer->EarPosition(); update.bInRange = false; update.currentDistance = 0; update.traceCount = 0; if ( pCurrent ) { pCurrent->UpdateForPlayer(update); } int clusterIndex = engine->GetClusterForOrigin( update.playerPosition ); if ( clusterIndex >= 0 && clusterIndex < m_soundscapesInCluster.Count() ) { // find all soundscapes that could possibly attach to this player and update them for ( int j = 0; j < m_soundscapesInCluster[clusterIndex].soundscapeCount; j++ ) { int ssIndex = m_soundscapeIndexList[m_soundscapesInCluster[clusterIndex].firstSoundscape + j]; if ( m_soundscapeEntities[ssIndex] == update.pCurrentSoundscape ) continue; m_soundscapeEntities[ssIndex]->UpdateForPlayer( update ); } } playerCount++; traceCount += update.traceCount; } } } } void CSoundscapeSystem::AddSoundscapeSounds( KeyValues *pSoundscape, int soundscapeIndex ) { if ( !IsX360() ) { return; } int i = m_soundscapeSounds.AddToTail(); Assert( i == soundscapeIndex ); KeyValues *pKey = pSoundscape->GetFirstSubKey(); while ( pKey ) { if ( !Q_strcasecmp( pKey->GetName(), "playlooping" ) ) { KeyValues *pAmbientKey = pKey->GetFirstSubKey(); while ( pAmbientKey ) { if ( !Q_strcasecmp( pAmbientKey->GetName(), "wave" ) ) { char const *pSoundName = pAmbientKey->GetString(); m_soundscapeSounds[i].AddToTail( pSoundName ); } pAmbientKey = pAmbientKey->GetNextKey(); } } else if ( !Q_strcasecmp( pKey->GetName(), "playrandom" ) ) { KeyValues *pRandomKey = pKey->GetFirstSubKey(); while ( pRandomKey ) { if ( !Q_strcasecmp( pRandomKey->GetName(), "rndwave" ) ) { KeyValues *pRndWaveKey = pRandomKey->GetFirstSubKey(); while ( pRndWaveKey ) { if ( !Q_strcasecmp( pRndWaveKey->GetName(), "wave" ) ) { char const *pSoundName = pRndWaveKey->GetString(); m_soundscapeSounds[i].AddToTail( pSoundName ); } pRndWaveKey = pRndWaveKey->GetNextKey(); } } pRandomKey = pRandomKey->GetNextKey(); } } else if ( !Q_strcasecmp( pKey->GetName(), "playsoundscape" ) ) { KeyValues *pPlayKey = pKey->GetFirstSubKey(); while ( pPlayKey ) { if ( !Q_strcasecmp( pPlayKey->GetName(), "name" ) ) { char const *pSoundName = pPlayKey->GetString(); m_soundscapeSounds[i].AddToTail( pSoundName ); } pPlayKey = pPlayKey->GetNextKey(); } } pKey = pKey->GetNextKey(); } } void CSoundscapeSystem::PrecacheSounds( int soundscapeIndex ) { if ( !IsX360() ) { return; } if ( !IsValidIndex( soundscapeIndex ) ) { return; } int count = m_soundscapeSounds[soundscapeIndex].Count(); for ( int i=0; i