//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // Soundent.h - the entity that spawns when the world // spawns, and handles the world's active and free sound // lists. #ifndef SOUNDENT_H #define SOUNDENT_H #ifdef _WIN32 #pragma once #endif enum { MAX_WORLD_SOUNDS_SP = 64, // Maximum number of sounds handled by the world at one time in single player. // This is also the number of entries saved in a savegame file (for b/w compatibility). MAX_WORLD_SOUNDS_MP = 128 // The sound array size is set this large but we'll only use gpGlobals->maxPlayers+32 entries in mp. }; enum { SOUND_NONE = 0, SOUND_COMBAT = 0x00000001, SOUND_WORLD = 0x00000002, SOUND_PLAYER = 0x00000004, SOUND_DANGER = 0x00000008, SOUND_BULLET_IMPACT = 0x00000010, SOUND_CARCASS = 0x00000020, SOUND_MEAT = 0x00000040, SOUND_GARBAGE = 0x00000080, SOUND_THUMPER = 0x00000100, // keeps certain creatures at bay SOUND_BUGBAIT = 0x00000200, // gets the antlion's attention SOUND_PHYSICS_DANGER = 0x00000400, SOUND_DANGER_SNIPERONLY = 0x00000800, // only scares the sniper NPC. SOUND_MOVE_AWAY = 0x00001000, SOUND_PLAYER_VEHICLE = 0x00002000, SOUND_READINESS_LOW = 0x00004000, // Changes listener's readiness (Player Companion only) SOUND_READINESS_MEDIUM = 0x00008000, SOUND_READINESS_HIGH = 0x00010000, // Contexts begin here. SOUND_CONTEXT_FROM_SNIPER = 0x00100000, // additional context for SOUND_DANGER SOUND_CONTEXT_GUNFIRE = 0x00200000, // Added to SOUND_COMBAT SOUND_CONTEXT_MORTAR = 0x00400000, // Explosion going to happen here. SOUND_CONTEXT_COMBINE_ONLY = 0x00800000, // Only combine can hear sounds marked this way SOUND_CONTEXT_REACT_TO_SOURCE = 0x01000000, // React to sound source's origin, not sound's location SOUND_CONTEXT_EXPLOSION = 0x02000000, // Context added to SOUND_COMBAT, usually. SOUND_CONTEXT_EXCLUDE_COMBINE = 0x04000000, // Combine do NOT hear this SOUND_CONTEXT_DANGER_APPROACH = 0x08000000, // Treat as a normal danger sound if you see the source, otherwise turn to face source. SOUND_CONTEXT_ALLIES_ONLY = 0x10000000, // Only player allies can hear this sound SOUND_CONTEXT_PLAYER_VEHICLE = 0x20000000, // HACK: need this because we're not treating the SOUND_xxx values as true bit values! See switch in OnListened. ALL_CONTEXTS = 0xFFF00000, ALL_SCENTS = SOUND_CARCASS | SOUND_MEAT | SOUND_GARBAGE, ALL_SOUNDS = 0x000FFFFF & ~ALL_SCENTS, }; // Make as many of these as you want. enum { SOUNDENT_CHANNEL_UNSPECIFIED = 0, SOUNDENT_CHANNEL_REPEATING, SOUNDENT_CHANNEL_REPEATED_DANGER, // for things that make danger sounds frequently. SOUNDENT_CHANNEL_REPEATED_PHYSICS_DANGER, SOUNDENT_CHANNEL_WEAPON, SOUNDENT_CHANNEL_INJURY, SOUNDENT_CHANNEL_BULLET_IMPACT, SOUNDENT_CHANNEL_NPC_FOOTSTEP, SOUNDENT_CHANNEL_SPOOKY_NOISE, // made by zombies in darkness SOUNDENT_CHANNEL_ZOMBINE_GRENADE, }; enum { SOUNDLIST_EMPTY = -1 }; #define SOUNDENT_VOLUME_MACHINEGUN 1500.0 #define SOUNDENT_VOLUME_SHOTGUN 1500.0 #define SOUNDENT_VOLUME_PISTOL 1500.0 #define SOUNDENT_VOLUME_EMPTY 500.0 // volume of the "CLICK" when you have no bullets enum { SOUND_PRIORITY_VERY_LOW = -2, SOUND_PRIORITY_LOW, SOUND_PRIORITY_NORMAL = 0, SOUND_PRIORITY_HIGH, SOUND_PRIORITY_VERY_HIGH, SOUND_PRIORITY_HIGHEST, }; //========================================================= // CSound - an instance of a sound in the world. //========================================================= class CSound { DECLARE_SIMPLE_DATADESC(); public: bool DoesSoundExpire() const; float SoundExpirationTime() const; void SetSoundOrigin( const Vector &vecOrigin ) { m_vecOrigin = vecOrigin; } const Vector& GetSoundOrigin( void ) { return m_vecOrigin; } const Vector& GetSoundReactOrigin( void ); bool FIsSound( void ); bool FIsScent( void ); bool IsSoundType( int nSoundFlags ) const; int SoundType( ) const; int SoundContext() const; int SoundTypeNoContext( ) const; int Volume( ) const; float OccludedVolume() { return m_iVolume * m_flOcclusionScale; } int NextSound() const; void Reset ( void ); int SoundChannel( void ) const; bool ValidateOwner() const; EHANDLE m_hOwner; // sound's owner EHANDLE m_hTarget; // Sounds's target - an odd concept. For a gunfire sound, the target is the entity being fired at int m_iVolume; // how loud the sound is float m_flOcclusionScale; // How loud the sound is when occluded by the world. (volume * occlusionscale) int m_iType; // what type of sound this is int m_iNextAudible; // temporary link that NPCs use to build a list of audible sounds private: void Clear ( void ); float m_flExpireTime; // when the sound should be purged from the list short m_iNext; // index of next sound in this list ( Active or Free ) bool m_bNoExpirationTime; int m_ownerChannelIndex; Vector m_vecOrigin; // sound's location in space bool m_bHasOwner; // Lets us know if this sound was created with an owner. In case the owner goes null. #ifdef DEBUG int m_iMyIndex; // debugging #endif friend class CSoundEnt; }; inline bool CSound::DoesSoundExpire() const { return m_bNoExpirationTime == false; } inline float CSound::SoundExpirationTime() const { return m_bNoExpirationTime ? FLT_MAX : m_flExpireTime; } inline bool CSound::IsSoundType( int nSoundFlags ) const { return (m_iType & nSoundFlags) != 0; } inline int CSound::SoundType( ) const { return m_iType; } inline int CSound::SoundContext( ) const { return m_iType & ALL_CONTEXTS; } inline int CSound::SoundTypeNoContext( ) const { return m_iType & ~ALL_CONTEXTS; } inline int CSound::Volume( ) const { return m_iVolume; } inline int CSound::NextSound() const { return m_iNext; } inline int CSound::SoundChannel( void ) const { return m_ownerChannelIndex; } // The owner is considered valid if: // -The sound never had an assigned owner (quite common) // -The sound was assigned an owner and that owner still exists inline bool CSound::ValidateOwner( void ) const { return ( !m_bHasOwner || (m_hOwner.Get() != NULL) ); } //========================================================= // CSoundEnt - a single instance of this entity spawns when // the world spawns. The SoundEnt's job is to update the // world's Free and Active sound lists. //========================================================= class CSoundEnt : public CPointEntity { DECLARE_DATADESC(); public: DECLARE_CLASS( CSoundEnt, CPointEntity ); // Construction, destruction static bool InitSoundEnt(); static void ShutdownSoundEnt(); CSoundEnt(); virtual ~CSoundEnt(); virtual void OnRestore(); void Precache ( void ); void Spawn( void ); void Think( void ); void Initialize ( void ); int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } static void InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration, CBaseEntity *pOwner = NULL, int soundChannelIndex = SOUNDENT_CHANNEL_UNSPECIFIED, CBaseEntity *pSoundTarget = NULL ); static void FreeSound ( int iSound, int iPrevious ); static int ActiveList( void );// return the head of the active list static int FreeList( void );// return the head of the free list static CSound* SoundPointerForIndex( int iIndex );// return a pointer for this index in the sound list static CSound* GetLoudestSoundOfType( int iType, const Vector &vecEarPosition ); static int ClientSoundIndex ( edict_t *pClient ); bool IsEmpty( void ); int ISoundsInList ( int iListType ); int IAllocSound ( void ); int FindOrAllocateSound( CBaseEntity *pOwner, int soundChannelIndex ); private: int m_iFreeSound; // index of the first sound in the free sound list int m_iActiveSound; // indes of the first sound in the active sound list int m_cLastActiveSounds; // keeps track of the number of active sounds at the last update. (for diagnostic work) CSound m_SoundPool[ MAX_WORLD_SOUNDS_MP ]; }; //----------------------------------------------------------------------------- // Inline methods //----------------------------------------------------------------------------- inline bool CSoundEnt::IsEmpty( void ) { return m_iActiveSound == SOUNDLIST_EMPTY; } #endif //SOUNDENT_H