Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef SOUNDENVELOPE_H
#define SOUNDENVELOPE_H
#ifdef _WIN32
#pragma once
#endif
#include "engine/IEngineSound.h"
class CSoundPatch;
enum soundcommands_t
{
SOUNDCTRL_CHANGE_VOLUME,
SOUNDCTRL_CHANGE_PITCH,
SOUNDCTRL_STOP,
SOUNDCTRL_DESTROY,
};
//Envelope point
struct envelopePoint_t
{
float amplitudeMin, amplitudeMax;
float durationMin, durationMax;
};
//Envelope description
struct envelopeDescription_t
{
envelopePoint_t *pPoints;
int nNumPoints;
};
class IRecipientFilter;
abstract_class CSoundEnvelopeController
{
public:
virtual void SystemReset( void ) = 0;
virtual void SystemUpdate( void ) = 0;
virtual void Play( CSoundPatch *pSound, float volume, float pitch, float flStartTime = 0 ) = 0;
virtual void CommandAdd( CSoundPatch *pSound, float executeDeltaTime, soundcommands_t command, float commandTime, float value ) = 0;
virtual void CommandClear( CSoundPatch *pSound ) = 0;
virtual void Shutdown( CSoundPatch *pSound ) = 0;
virtual CSoundPatch *SoundCreate( IRecipientFilter& filter, int nEntIndex, const char *pSoundName ) = 0;
virtual CSoundPatch *SoundCreate( IRecipientFilter& filter, int nEntIndex, int channel, const char *pSoundName,
float attenuation, float scriptVolume = 1.0f ) = 0;
virtual CSoundPatch *SoundCreate( IRecipientFilter& filter, int nEntIndex, int channel, const char *pSoundName,
float attenuation, const Vector *pSoundOrigin, float scriptVolume = 1.0f ) = 0;
virtual CSoundPatch *SoundCreate( IRecipientFilter& filter, int nEntIndex, int channel, const char *pSoundName,
soundlevel_t soundlevel ) = 0;
virtual CSoundPatch *SoundCreate( IRecipientFilter& filter, int nEntIndex, const EmitSound_t &es ) = 0;
virtual void SoundDestroy( CSoundPatch * ) = 0;
virtual void SoundChangePitch( CSoundPatch *pSound, float pitchTarget, float deltaTime ) = 0;
virtual void SoundChangeVolume( CSoundPatch *pSound, float volumeTarget, float deltaTime ) = 0;
virtual void SoundFadeOut( CSoundPatch *pSound, float deltaTime, bool destroyOnFadeout = false ) = 0;
virtual float SoundGetPitch( CSoundPatch *pSound ) = 0;
virtual float SoundGetVolume( CSoundPatch *pSound ) = 0;
#ifdef CLIENT_DLL
virtual float SoundGetElapsedTime( CSoundPatch *pSound) = 0;
virtual bool SoundIsStillPlaying( CSoundPatch *pSound) = 0;
virtual int SoundGetGuid( CSoundPatch * ) = 0;
#endif
virtual float SoundPlayEnvelope( CSoundPatch *pSound, soundcommands_t soundCommand, envelopePoint_t *points, int numPoints ) = 0;
virtual float SoundPlayEnvelope( CSoundPatch *pSound, soundcommands_t soundCommand, envelopeDescription_t *envelope ) = 0;
virtual void CheckLoopingSoundsForPlayer( CBasePlayer *pPlayer ) = 0;
virtual string_t SoundGetName( CSoundPatch *pSound ) = 0;
virtual string_t SoundGetScriptName( CSoundPatch *pSound ) = 0;
static CSoundEnvelopeController &GetController( void );
virtual void SoundSetCloseCaptionDuration( CSoundPatch *pSound, float flDuration ) = 0;
};
//-----------------------------------------------------------------------------
// Save/restore
//-----------------------------------------------------------------------------
class ISaveRestoreOps;
ISaveRestoreOps *GetSoundSaveRestoreOps( );
#define DEFINE_SOUNDPATCH(name) \
{ FIELD_CUSTOM, #name, {offsetof(classNameTypedef,name), 0}, 1, FTYPEDESC_SAVE, NULL, GetSoundSaveRestoreOps( ), NULL }
#endif // SOUNDENVELOPE_H