You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
250 lines
6.9 KiB
250 lines
6.9 KiB
//===== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======// |
|
// |
|
// ambient_generic: a sound emitter used for one-shot and looping sounds. |
|
// |
|
// |
|
//===========================================================================// |
|
|
|
#include "cbase.h" |
|
#include "asw_ambientgeneric.h" |
|
#include "engine/IEngineSound.h" |
|
#include "asw_util_shared.h" |
|
#include "asw_gamerules.h" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
LINK_ENTITY_TO_CLASS( ambient_generic, CASW_AmbientGeneric ); |
|
LINK_ENTITY_TO_CLASS( asw_ambient_generic, CASW_AmbientGeneric ); |
|
|
|
BEGIN_DATADESC( CASW_AmbientGeneric ) |
|
|
|
DEFINE_FIELD( m_bStartedNonLoopingSound, FIELD_BOOLEAN ), |
|
DEFINE_KEYFIELD( m_fPreventStimMusicDuration, FIELD_FLOAT, "PreventStimMusicDuration" ), |
|
|
|
END_DATADESC() |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose: |
|
//------------------------------------------------------------------------------ |
|
void CASW_AmbientGeneric::Activate( void ) |
|
{ |
|
BaseClass::BaseClass::Activate(); // skip over the normal ambient generic's activate |
|
|
|
// Initialize sound source. If no source was given, or source can't be found |
|
// then this is the source |
|
if (m_hSoundSource == NULL) |
|
{ |
|
if (m_sSourceEntName != NULL_STRING) |
|
{ |
|
m_hSoundSource = gEntList.FindEntityByName( NULL, m_sSourceEntName ); |
|
if ( m_hSoundSource != NULL ) |
|
{ |
|
m_nSoundSourceEntIndex = m_hSoundSource->entindex(); |
|
} |
|
} |
|
|
|
if (m_hSoundSource == NULL) |
|
{ |
|
m_hSoundSource = this; |
|
m_nSoundSourceEntIndex = entindex(); |
|
} |
|
else |
|
{ |
|
if ( !FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE ) ) |
|
{ |
|
AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); |
|
} |
|
} |
|
} |
|
|
|
// asw - we don't want ambient generics activating on level load, but instead after the briefing |
|
if ( UTIL_ASW_MissionHasBriefing( STRING( gpGlobals->mapname ) ) ) |
|
{ |
|
if ( !ASWGameRules() || ASWGameRules()->GetGameState() < ASW_GS_LAUNCHING ) |
|
return; |
|
} |
|
|
|
// If active start the sound |
|
if ( m_fActive ) |
|
{ |
|
int flags = SND_SPAWNING; |
|
// If we are loading a saved game, we can't write into the init/signon buffer here, so just issue |
|
// as a regular sound message... |
|
if ( gpGlobals->eLoadType == MapLoad_Transition || |
|
gpGlobals->eLoadType == MapLoad_LoadGame || |
|
g_pGameRules->InRoundRestart() ) |
|
{ |
|
flags = SND_NOFLAGS; |
|
} |
|
|
|
// Tracker 76119: 8/12/07 ywb: |
|
// Make sure pitch and volume are set up to the correct value (especially after restoring a .sav file) |
|
flags |= ( SND_CHANGE_PITCH | SND_CHANGE_VOL ); |
|
|
|
// Don't bother sending over to client if volume is zero, though |
|
if ( m_dpv.vol > 0 ) |
|
{ |
|
SendSound( (SoundFlags_t)flags ); |
|
} |
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
} |
|
} |
|
|
|
void CASW_AmbientGeneric::SendSound( SoundFlags_t flags) |
|
{ |
|
BaseClass::SendSound( flags ); |
|
if ( flags != SND_STOP ) |
|
{ |
|
if (m_fPreventStimMusicDuration > 0 && gpGlobals->curtime + m_fPreventStimMusicDuration > ASWGameRules()->m_fPreventStimMusicTime.Get()) |
|
{ |
|
Msg("Ambient generic setting stim music time +%f\n", m_fPreventStimMusicDuration); |
|
ASWGameRules()->m_fPreventStimMusicTime = gpGlobals->curtime + m_fPreventStimMusicDuration; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Turns an ambient sound on or off. If the ambient is a looping sound, |
|
// mark sound as active (m_fActive) if it's playing, innactive if not. |
|
// If the sound is not a looping sound, never mark it as active. |
|
// Input : pActivator - |
|
// pCaller - |
|
// useType - |
|
// value - |
|
//----------------------------------------------------------------------------- |
|
void CASW_AmbientGeneric::ToggleSound() |
|
{ |
|
// m_fActive is true only if a looping sound is playing. |
|
|
|
if ( m_fActive ) |
|
{// turn sound off |
|
|
|
if (m_dpv.cspinup) |
|
{ |
|
// Don't actually shut off. Each toggle causes |
|
// incremental spinup to max pitch |
|
|
|
if (m_dpv.cspincount <= m_dpv.cspinup) |
|
{ |
|
int pitchinc; |
|
|
|
// start a new spinup |
|
m_dpv.cspincount++; |
|
|
|
pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup; |
|
|
|
m_dpv.spinup = m_dpv.spinupsav; |
|
m_dpv.spindown = 0; |
|
|
|
m_dpv.pitchrun = m_dpv.pitchstart + pitchinc * m_dpv.cspincount; |
|
if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255; |
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
} |
|
|
|
} |
|
else |
|
{ |
|
m_fActive = false; |
|
|
|
// HACKHACK - this makes the code in Precache() work properly after a save/restore |
|
m_spawnflags |= SF_AMBIENT_SOUND_START_SILENT; |
|
|
|
if (m_dpv.spindownsav || m_dpv.fadeoutsav) |
|
{ |
|
// spin it down (or fade it) before shutoff if spindown is set |
|
m_dpv.spindown = m_dpv.spindownsav; |
|
m_dpv.spinup = 0; |
|
|
|
m_dpv.fadeout = m_dpv.fadeoutsav; |
|
m_dpv.fadein = 0; |
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
} |
|
else |
|
{ |
|
SendSound( SND_STOP ); // stop sound |
|
} |
|
} |
|
} |
|
else |
|
{// turn sound on |
|
|
|
// only toggle if this is a looping sound. If not looping, each |
|
// trigger will cause the sound to play. If the sound is still |
|
// playing from a previous trigger press, it will be shut off |
|
// and then restarted. |
|
|
|
if (m_fLooping) |
|
m_fActive = true; |
|
else |
|
{ |
|
// shut sound off now - may be interrupting a long non-looping sound |
|
SendSound( SND_STOP ); // stop sound |
|
m_bStartedNonLoopingSound = true; |
|
} |
|
|
|
// init all ramp params for startup |
|
|
|
InitModulationParms(); |
|
|
|
SendSound( SND_NOFLAGS ); // send sound |
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
|
|
} |
|
} |
|
|
|
|
|
// KeyValue - load keyvalue pairs into member data of the |
|
// ambient generic. NOTE: called BEFORE spawn! |
|
bool CASW_AmbientGeneric::KeyValue( const char *szKeyName, const char *szValue ) |
|
{ |
|
if (FStrEq(szKeyName, "fadeout")) |
|
{ |
|
// asw - only fade out if we're active (this is used to stop all ambient generics at the debrief |
|
if (m_bStartedNonLoopingSound) // force stop non looping sounds (can't fade them out, as fade causes them to play if they're not actually playing and we don't know if they're playing or not) |
|
{ |
|
SendSound(SND_STOP); |
|
} |
|
else if (m_fActive) |
|
{ |
|
m_dpv.fadein = 0; |
|
m_dpv.fadeinsav = 0; |
|
m_dpv.fadeout = atoi(szValue); |
|
|
|
if (m_dpv.fadeout > 100) m_dpv.fadeout = 100; |
|
if (m_dpv.fadeout < 0) m_dpv.fadeout = 0; |
|
|
|
if (m_dpv.fadeout > 0) |
|
m_dpv.fadeout = (101 - m_dpv.fadeout) * 64; |
|
m_dpv.fadeoutsav = m_dpv.fadeout; |
|
} |
|
} |
|
else if (FStrEq(szKeyName, "aswactivate")) // asw - a way to activate ambient generics after the briefing |
|
{ |
|
// If active start the sound |
|
if ( m_fActive ) |
|
{ |
|
SoundFlags_t flags = SND_NOFLAGS; //SND_SPAWNING; |
|
// If we are loading a saved game, we can't write into the init/signon buffer here, so just issue |
|
// as a regular sound message... |
|
//if ( gpGlobals->eLoadType == MapLoad_Transition || |
|
//gpGlobals->eLoadType == MapLoad_LoadGame || |
|
//g_pGameRules->InRoundRestart() ) |
|
//{ |
|
//flags = SND_NOFLAGS; |
|
//} |
|
|
|
SendSound( flags ); |
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
} |
|
} |
|
else |
|
return BaseClass::KeyValue( szKeyName, szValue ); |
|
|
|
return true; |
|
}
|
|
|