//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef SOUNDFLAGS_H #define SOUNDFLAGS_H #if defined( _WIN32 ) #pragma once #endif //----------------------------------------------------------------------------- // channels //----------------------------------------------------------------------------- enum { CHAN_REPLACE = -1, CHAN_AUTO = 0, CHAN_WEAPON = 1, CHAN_VOICE = 2, CHAN_ITEM = 3, CHAN_BODY = 4, CHAN_STREAM = 5, // allocate stream channel from the static or dynamic area CHAN_STATIC = 6, // allocate channel from the static area CHAN_VOICE2 = 7, CHAN_VOICE_BASE = 8, // allocate channel for network voice data CHAN_USER_BASE = (CHAN_VOICE_BASE+128) // Anything >= this number is allocated to game code. }; //----------------------------------------------------------------------------- // common volume values //----------------------------------------------------------------------------- #define VOL_NORM 1.0f //----------------------------------------------------------------------------- // common attenuation values //----------------------------------------------------------------------------- #define ATTN_NONE 0.0f #define ATTN_NORM 0.8f #define ATTN_IDLE 2.0f #define ATTN_STATIC 1.25f #define ATTN_RICOCHET 1.5f // HL2 world is 8x bigger now! We want to hear gunfire from farther. // Don't change this without consulting Kelly or Wedge (sjb). #define ATTN_GUNFIRE 0.27f enum soundlevel_t : int { SNDLVL_NONE = 0, SNDLVL_20dB = 20, // rustling leaves SNDLVL_25dB = 25, // whispering SNDLVL_30dB = 30, // library SNDLVL_35dB = 35, SNDLVL_40dB = 40, SNDLVL_45dB = 45, // refrigerator SNDLVL_50dB = 50, // 3.9 // average home SNDLVL_55dB = 55, // 3.0 SNDLVL_IDLE = 60, // 2.0 SNDLVL_60dB = 60, // 2.0 // normal conversation, clothes dryer SNDLVL_65dB = 65, // 1.5 // washing machine, dishwasher SNDLVL_STATIC = 66, // 1.25 SNDLVL_70dB = 70, // 1.0 // car, vacuum cleaner, mixer, electric sewing machine SNDLVL_NORM = 75, SNDLVL_75dB = 75, // 0.8 // busy traffic SNDLVL_80dB = 80, // 0.7 // mini-bike, alarm clock, noisy restaurant, office tabulator, outboard motor, passing snowmobile SNDLVL_TALKING = 80, // 0.7 SNDLVL_85dB = 85, // 0.6 // average factory, electric shaver SNDLVL_90dB = 90, // 0.5 // screaming child, passing motorcycle, convertible ride on frw SNDLVL_95dB = 95, SNDLVL_100dB = 100, // 0.4 // subway train, diesel truck, woodworking shop, pneumatic drill, boiler shop, jackhammer SNDLVL_105dB = 105, // helicopter, power mower SNDLVL_110dB = 110, // snowmobile drvrs seat, inboard motorboat, sandblasting SNDLVL_120dB = 120, // auto horn, propeller aircraft SNDLVL_130dB = 130, // air raid siren SNDLVL_GUNFIRE = 140, // 0.27 // THRESHOLD OF PAIN, gunshot, jet engine SNDLVL_140dB = 140, // 0.2 SNDLVL_150dB = 150, // 0.2 SNDLVL_180dB = 180, // rocket launching // NOTE: Valid soundlevel_t values are 0-255. // 256-511 are reserved for sounds using goldsrc compatibility attenuation. }; #define MAX_SNDLVL_BITS 9 // Used to encode 0-255 for regular soundlevel_t's and 256-511 for goldsrc-compatible ones. #define MIN_SNDLVL_VALUE 0 #define MAX_SNDLVL_VALUE ((1< 50) ? (20.0f / (float)(a - 50)) : 4.0 ) // This is a limit due to network encoding. // It encodes attenuation * 64 in 8 bits, so the maximum is (255 / 64) #define MAX_ATTENUATION 3.98f //----------------------------------------------------------------------------- // Flags to be or-ed together for the iFlags field //----------------------------------------------------------------------------- enum SoundFlags_t { SND_NOFLAGS = 0, // to keep the compiler happy SND_CHANGE_VOL = (1<<0), // change sound vol SND_CHANGE_PITCH = (1<<1), // change sound pitch SND_STOP = (1<<2), // stop the sound SND_SPAWNING = (1<<3), // we're spawning, used in some cases for ambients // not sent over net, only a param between dll and server. SND_DELAY = (1<<4), // sound has an initial delay SND_STOP_LOOPING = (1<<5), // stop all looping sounds on the entity. SND_SPEAKER = (1<<6), // being played again by a microphone through a speaker SND_SHOULDPAUSE = (1<<7), // this sound should be paused if the game is paused SND_IGNORE_PHONEMES = (1<<8), SND_IGNORE_NAME = (1<<9), // used to change all sounds emitted by an entity, regardless of scriptname SND_DO_NOT_OVERWRITE_EXISTING_ON_CHANNEL = (1<<10), }; #define SND_FLAG_BITS_ENCODE 11 #define MAX_SOUND_INDEX_BITS 14 #define MAX_SOUNDS (1<