Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//===== 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;
}