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1324 lines
35 KiB
1324 lines
35 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Soundscapes.txt resource file processor |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include <KeyValues.h> |
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#include "engine/IEngineSound.h" |
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#include "filesystem.h" |
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#include "SoundEmitterSystem/isoundemittersystembase.h" |
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#include "soundchars.h" |
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#include "view.h" |
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#include "engine/ivdebugoverlay.h" |
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#include "tier0/icommandline.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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// Only allow recursive references to be 8 levels deep. |
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// This test will flag any circular references and bail. |
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#define MAX_SOUNDSCAPE_RECURSION 8 |
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const float DEFAULT_SOUND_RADIUS = 36.0f; |
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// Keep an array of all looping sounds so they can be faded in/out |
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// OPTIMIZE: Get a handle/pointer to the engine's sound channel instead |
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// of searching each frame! |
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struct loopingsound_t |
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{ |
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Vector position; // position (if !isAmbient) |
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const char *pWaveName; // name of the wave file |
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float volumeTarget; // target volume level (fading towards this) |
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float volumeCurrent; // current volume level |
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soundlevel_t soundlevel; // sound level (if !isAmbient) |
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int pitch; // pitch shift |
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int id; // Used to fade out sounds that don't belong to the most current setting |
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bool isAmbient; // Ambient sounds have no spatialization - they play from everywhere |
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}; |
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ConVar soundscape_fadetime( "soundscape_fadetime", "3.0", FCVAR_CHEAT, "Time to crossfade sound effects between soundscapes" ); |
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#include "interval.h" |
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struct randomsound_t |
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{ |
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Vector position; |
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float nextPlayTime; // time to play a sound from the set |
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interval_t time; |
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interval_t volume; |
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interval_t pitch; |
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interval_t soundlevel; |
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float masterVolume; |
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int waveCount; |
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bool isAmbient; |
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bool isRandom; |
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KeyValues *pWaves; |
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void Init() |
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{ |
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memset( this, 0, sizeof(*this) ); |
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} |
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}; |
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struct subsoundscapeparams_t |
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{ |
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int recurseLevel; // test for infinite loops in the script / circular refs |
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float masterVolume; |
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int startingPosition; |
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int positionOverride; // forces all sounds to this position |
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int ambientPositionOverride; // forces all ambient sounds to this position |
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bool allowDSP; |
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bool wroteSoundMixer; |
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bool wroteDSPVolume; |
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}; |
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class C_SoundscapeSystem : public CBaseGameSystemPerFrame |
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{ |
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public: |
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virtual char const *Name() { return "C_SoundScapeSystem"; } |
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C_SoundscapeSystem() |
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{ |
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m_nRestoreFrame = -1; |
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} |
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~C_SoundscapeSystem() {} |
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void OnStopAllSounds() |
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{ |
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m_params.ent.Set( NULL ); |
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m_params.soundscapeIndex = -1; |
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m_loopingSounds.Purge(); |
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m_randomSounds.Purge(); |
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} |
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// IClientSystem hooks, not needed |
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virtual void LevelInitPreEntity() |
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{ |
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Shutdown(); |
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Init(); |
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TouchSoundFiles(); |
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} |
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virtual void LevelInitPostEntity() |
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{ |
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if ( !m_pSoundMixerVar ) |
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{ |
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m_pSoundMixerVar = (ConVar *)cvar->FindVar( "snd_soundmixer" ); |
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} |
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if ( !m_pDSPVolumeVar ) |
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{ |
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m_pDSPVolumeVar = (ConVar *)cvar->FindVar( "dsp_volume" ); |
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} |
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} |
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// The level is shutdown in two parts |
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virtual void LevelShutdownPreEntity() {} |
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// Entities are deleted / released here... |
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virtual void LevelShutdownPostEntity() |
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{ |
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OnStopAllSounds(); |
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} |
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virtual void OnSave() {} |
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virtual void OnRestore() |
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{ |
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m_nRestoreFrame = gpGlobals->framecount; |
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} |
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virtual void SafeRemoveIfDesired() {} |
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// Called before rendering |
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virtual void PreRender() { } |
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// Called after rendering |
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virtual void PostRender() { } |
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// IClientSystem hooks used |
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virtual bool Init(); |
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virtual void Shutdown(); |
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// Gets called each frame |
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virtual void Update( float frametime ); |
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void PrintDebugInfo() |
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{ |
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Msg( "\n------- CLIENT SOUNDSCAPES -------\n" ); |
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for ( int i=0; i < m_soundscapes.Count(); i++ ) |
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{ |
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Msg( "- %d: %s\n", i, m_soundscapes[i]->GetName() ); |
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} |
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if ( m_forcedSoundscapeIndex ) |
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{ |
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Msg( "- PLAYING DEBUG SOUNDSCAPE: %d [%s]\n", m_forcedSoundscapeIndex, SoundscapeNameByIndex(m_forcedSoundscapeIndex) ); |
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} |
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Msg( "- CURRENT SOUNDSCAPE: %d [%s]\n", m_params.soundscapeIndex.Get(), SoundscapeNameByIndex(m_params.soundscapeIndex) ); |
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Msg( "----------------------------------\n\n" ); |
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} |
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// local functions |
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void UpdateAudioParams( audioparams_t &audio ); |
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void GetAudioParams( audioparams_t &out ) const { out = m_params; } |
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int GetCurrentSoundscape() |
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{ |
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if ( m_forcedSoundscapeIndex >= 0 ) |
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return m_forcedSoundscapeIndex; |
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return m_params.soundscapeIndex; |
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} |
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void DevReportSoundscapeName( int index ); |
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void UpdateLoopingSounds( float frametime ); |
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int AddLoopingAmbient( const char *pSoundName, float volume, int pitch ); |
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void UpdateLoopingSound( loopingsound_t &loopSound ); |
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void StopLoopingSound( loopingsound_t &loopSound ); |
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int AddLoopingSound( const char *pSoundName, bool isAmbient, float volume, |
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soundlevel_t soundLevel, int pitch, const Vector &position ); |
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int AddRandomSound( const randomsound_t &sound ); |
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void PlayRandomSound( randomsound_t &sound ); |
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void UpdateRandomSounds( float gameClock ); |
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Vector GenerateRandomSoundPosition(); |
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void ForceSoundscape( const char *pSoundscapeName, float radius ); |
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int FindSoundscapeByName( const char *pSoundscapeName ); |
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const char *SoundscapeNameByIndex( int index ); |
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KeyValues *SoundscapeByIndex( int index ); |
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// main-level soundscape processing, called on new soundscape |
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void StartNewSoundscape( KeyValues *pSoundscape ); |
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void StartSubSoundscape( KeyValues *pSoundscape, subsoundscapeparams_t ¶ms ); |
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// root level soundscape keys |
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// add a process for each new command here |
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// "dsp" |
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void ProcessDSP( KeyValues *pDSP ); |
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// "dsp_player" |
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void ProcessDSPPlayer( KeyValues *pDSPPlayer ); |
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// "playlooping" |
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void ProcessPlayLooping( KeyValues *pPlayLooping, const subsoundscapeparams_t ¶ms ); |
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// "playrandom" |
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void ProcessPlayRandom( KeyValues *pPlayRandom, const subsoundscapeparams_t ¶ms ); |
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// "playsoundscape" |
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void ProcessPlaySoundscape( KeyValues *pPlaySoundscape, subsoundscapeparams_t ¶ms ); |
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// "soundmixer" |
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void ProcessSoundMixer( KeyValues *pSoundMixer, subsoundscapeparams_t ¶ms ); |
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// "dsp_volume" |
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void ProcessDSPVolume( KeyValues *pKey, subsoundscapeparams_t ¶ms ); |
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private: |
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bool IsBeingRestored() const |
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{ |
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return gpGlobals->framecount == m_nRestoreFrame ? true : false; |
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} |
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void AddSoundScapeFile( const char *filename ); |
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void TouchPlayLooping( KeyValues *pAmbient ); |
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void TouchPlayRandom( KeyValues *pPlayRandom ); |
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void TouchWaveFiles( KeyValues *pSoundScape ); |
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void TouchSoundFile( char const *wavefile ); |
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void TouchSoundFiles(); |
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int m_nRestoreFrame; |
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CUtlVector< KeyValues * > m_SoundscapeScripts; // The whole script file in memory |
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CUtlVector<KeyValues *> m_soundscapes; // Lookup by index of each root section |
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audioparams_t m_params; // current player audio params |
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CUtlVector<loopingsound_t> m_loopingSounds; // list of currently playing sounds |
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CUtlVector<randomsound_t> m_randomSounds; // list of random sound commands |
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float m_nextRandomTime; // next time to play a random sound |
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int m_loopingSoundId; // marks when the sound was issued |
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int m_forcedSoundscapeIndex;// >= 0 if this a "forced" soundscape? i.e. debug mode? |
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float m_forcedSoundscapeRadius;// distance to spatialized sounds |
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static ConVar *m_pDSPVolumeVar; |
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static ConVar *m_pSoundMixerVar; |
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}; |
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// singleton system |
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C_SoundscapeSystem g_SoundscapeSystem; |
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ConVar *C_SoundscapeSystem::m_pDSPVolumeVar = NULL; |
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ConVar *C_SoundscapeSystem::m_pSoundMixerVar = NULL; |
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IGameSystem *ClientSoundscapeSystem() |
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{ |
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return &g_SoundscapeSystem; |
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} |
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void Soundscape_OnStopAllSounds() |
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{ |
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g_SoundscapeSystem.OnStopAllSounds(); |
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} |
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// player got a network update |
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void Soundscape_Update( audioparams_t &audio ) |
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{ |
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g_SoundscapeSystem.UpdateAudioParams( audio ); |
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} |
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#define SOUNDSCAPE_MANIFEST_FILE "scripts/soundscapes_manifest.txt" |
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void C_SoundscapeSystem::AddSoundScapeFile( const char *filename ) |
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{ |
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KeyValues *script = new KeyValues( filename ); |
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#ifndef _XBOX |
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if ( script->LoadFromFile( filesystem, filename ) ) |
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#else |
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if ( filesystem->LoadKeyValues( *script, IFileSystem::TYPE_SOUNDSCAPE, filename, "GAME" ) ) |
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#endif |
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{ |
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// parse out all of the top level sections and save their names |
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KeyValues *pKeys = script; |
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while ( pKeys ) |
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{ |
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// save pointers to all sections in the root |
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// each one is a soundscape |
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if ( pKeys->GetFirstSubKey() ) |
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{ |
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m_soundscapes.AddToTail( pKeys ); |
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} |
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pKeys = pKeys->GetNextKey(); |
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} |
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// Keep pointer around so we can delete it at exit |
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m_SoundscapeScripts.AddToTail( script ); |
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} |
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else |
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{ |
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script->deleteThis(); |
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} |
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} |
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// parse the script file, setup index table |
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bool C_SoundscapeSystem::Init() |
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{ |
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m_loopingSoundId = 0; |
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const char *mapname = MapName(); |
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const char *mapSoundscapeFilename = NULL; |
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if ( mapname && *mapname ) |
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{ |
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mapSoundscapeFilename = VarArgs( "scripts/soundscapes_%s.txt", mapname ); |
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} |
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KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE ); |
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if ( filesystem->LoadKeyValues( *manifest, IFileSystem::TYPE_SOUNDSCAPE, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) ) |
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{ |
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for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) |
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{ |
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if ( !Q_stricmp( sub->GetName(), "file" ) ) |
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{ |
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// Add |
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AddSoundScapeFile( sub->GetString() ); |
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if ( mapSoundscapeFilename && FStrEq( sub->GetString(), mapSoundscapeFilename ) ) |
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{ |
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mapSoundscapeFilename = NULL; // we've already loaded the map's soundscape |
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} |
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continue; |
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} |
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Warning( "C_SoundscapeSystem::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n", |
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SOUNDSCAPE_MANIFEST_FILE, sub->GetName() ); |
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} |
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if ( mapSoundscapeFilename && filesystem->FileExists( mapSoundscapeFilename ) ) |
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{ |
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AddSoundScapeFile( mapSoundscapeFilename ); |
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} |
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} |
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else |
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{ |
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Error( "Unable to load manifest file '%s'\n", SOUNDSCAPE_MANIFEST_FILE ); |
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} |
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manifest->deleteThis(); |
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return true; |
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} |
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int C_SoundscapeSystem::FindSoundscapeByName( const char *pSoundscapeName ) |
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{ |
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// UNDONE: Bad perf, linear search! |
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for ( int i = m_soundscapes.Count()-1; i >= 0; --i ) |
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{ |
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if ( !Q_stricmp( m_soundscapes[i]->GetName(), pSoundscapeName ) ) |
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return i; |
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} |
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return -1; |
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} |
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KeyValues *C_SoundscapeSystem::SoundscapeByIndex( int index ) |
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{ |
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if ( m_soundscapes.IsValidIndex(index) ) |
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return m_soundscapes[index]; |
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return NULL; |
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} |
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const char *C_SoundscapeSystem::SoundscapeNameByIndex( int index ) |
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{ |
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if ( index < m_soundscapes.Count() ) |
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{ |
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return m_soundscapes[index]->GetName(); |
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} |
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return NULL; |
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} |
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void C_SoundscapeSystem::Shutdown() |
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{ |
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for ( int i = m_loopingSounds.Count() - 1; i >= 0; --i ) |
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{ |
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loopingsound_t &sound = m_loopingSounds[i]; |
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// sound is done, remove from list. |
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StopLoopingSound( sound ); |
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} |
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// These are only necessary so we can use shutdown/init calls |
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// to flush soundscape data |
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m_loopingSounds.RemoveAll(); |
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m_randomSounds.RemoveAll(); |
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m_soundscapes.RemoveAll(); |
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m_params.ent.Set( NULL ); |
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m_params.soundscapeIndex = -1; |
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while ( m_SoundscapeScripts.Count() > 0 ) |
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{ |
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KeyValues *kv = m_SoundscapeScripts[ 0 ]; |
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m_SoundscapeScripts.Remove( 0 ); |
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kv->deleteThis(); |
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} |
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} |
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// NOTE: This will not flush the server side so you cannot add or remove |
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// soundscapes from the list, only change their parameters!!!! |
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CON_COMMAND_F(cl_soundscape_flush, "Flushes the client side soundscapes", FCVAR_SERVER_CAN_EXECUTE|FCVAR_CHEAT) |
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{ |
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// save the current soundscape |
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audioparams_t tmp; |
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g_SoundscapeSystem.GetAudioParams( tmp ); |
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// kill the system |
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g_SoundscapeSystem.Shutdown(); |
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// restart the system |
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g_SoundscapeSystem.Init(); |
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// reload the soundscape params from the temp copy |
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Soundscape_Update( tmp ); |
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} |
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static int SoundscapeCompletion( const char *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] ) |
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{ |
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int current = 0; |
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const char *cmdname = "playsoundscape"; |
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char *substring = NULL; |
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int substringLen = 0; |
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if ( Q_strstr( partial, cmdname ) && strlen(partial) > strlen(cmdname) + 1 ) |
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{ |
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substring = (char *)partial + strlen( cmdname ) + 1; |
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substringLen = strlen(substring); |
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} |
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int i = 0; |
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const char *pSoundscapeName = g_SoundscapeSystem.SoundscapeNameByIndex( i ); |
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while ( pSoundscapeName && current < COMMAND_COMPLETION_MAXITEMS ) |
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{ |
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if ( !substring || !Q_strncasecmp( pSoundscapeName, substring, substringLen ) ) |
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{ |
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Q_snprintf( commands[ current ], sizeof( commands[ current ] ), "%s %s", cmdname, pSoundscapeName ); |
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current++; |
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} |
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i++; |
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pSoundscapeName = g_SoundscapeSystem.SoundscapeNameByIndex( i ); |
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} |
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return current; |
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} |
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CON_COMMAND_F_COMPLETION( playsoundscape, "Forces a soundscape to play", FCVAR_CHEAT, SoundscapeCompletion ) |
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{ |
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if ( args.ArgC() < 2 ) |
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{ |
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g_SoundscapeSystem.DevReportSoundscapeName( g_SoundscapeSystem.GetCurrentSoundscape() ); |
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return; |
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} |
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const char *pSoundscapeName = args[1]; |
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float radius = args.ArgC() > 2 ? atof( args[2] ) : DEFAULT_SOUND_RADIUS; |
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g_SoundscapeSystem.ForceSoundscape( pSoundscapeName, radius ); |
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} |
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CON_COMMAND_F( stopsoundscape, "Stops all soundscape processing and fades current looping sounds", FCVAR_CHEAT ) |
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{ |
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g_SoundscapeSystem.StartNewSoundscape( NULL ); |
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} |
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void C_SoundscapeSystem::ForceSoundscape( const char *pSoundscapeName, float radius ) |
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{ |
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int index = g_SoundscapeSystem.FindSoundscapeByName( pSoundscapeName ); |
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if ( index >= 0 ) |
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{ |
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m_forcedSoundscapeIndex = index; |
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m_forcedSoundscapeRadius = radius; |
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g_SoundscapeSystem.StartNewSoundscape( SoundscapeByIndex(index) ); |
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} |
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else |
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{ |
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DevWarning("Can't find soundscape %s\n", pSoundscapeName ); |
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} |
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} |
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void C_SoundscapeSystem::DevReportSoundscapeName( int index ) |
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{ |
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const char *pName = "none"; |
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if ( index >= 0 && index < m_soundscapes.Count() ) |
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{ |
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pName = m_soundscapes[index]->GetName(); |
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} |
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DevMsg( 1, "Soundscape: %s\n", pName ); |
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} |
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// This makes all currently playing loops fade toward their target volume |
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void C_SoundscapeSystem::UpdateLoopingSounds( float frametime ) |
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{ |
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float period = soundscape_fadetime.GetFloat(); |
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float amount = frametime; |
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if ( period > 0 ) |
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{ |
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amount *= 1.0 / period; |
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} |
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int fadeCount = m_loopingSounds.Count(); |
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while ( fadeCount > 0 ) |
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{ |
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fadeCount--; |
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loopingsound_t &sound = m_loopingSounds[fadeCount]; |
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if ( sound.volumeCurrent != sound.volumeTarget ) |
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{ |
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sound.volumeCurrent = Approach( sound.volumeTarget, sound.volumeCurrent, amount ); |
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if ( sound.volumeTarget == 0 && sound.volumeCurrent == 0 ) |
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{ |
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// sound is done, remove from list. |
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StopLoopingSound( sound ); |
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m_loopingSounds.FastRemove( fadeCount ); |
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} |
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else |
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{ |
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// tell the engine about the new volume |
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UpdateLoopingSound( sound ); |
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} |
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} |
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} |
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} |
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void C_SoundscapeSystem::Update( float frametime ) |
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{ |
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if ( m_forcedSoundscapeIndex >= 0 ) |
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{ |
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// generate fake positional sources |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( pPlayer ) |
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{ |
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Vector origin, forward, right; |
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pPlayer->EyePositionAndVectors( &origin, &forward, &right, NULL ); |
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// put the sound origins at the corners of a box around the player |
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m_params.localSound.Set( 0, origin + m_forcedSoundscapeRadius * (forward-right) ); |
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m_params.localSound.Set( 1, origin + m_forcedSoundscapeRadius * (forward+right) ); |
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m_params.localSound.Set( 2, origin + m_forcedSoundscapeRadius * (-forward-right) ); |
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m_params.localSound.Set( 3, origin + m_forcedSoundscapeRadius * (-forward+right) ); |
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m_params.localBits = 0x0007; |
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} |
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} |
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// fade out the old sounds over soundscape_fadetime seconds |
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UpdateLoopingSounds( frametime ); |
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UpdateRandomSounds( gpGlobals->curtime ); |
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} |
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void C_SoundscapeSystem::UpdateAudioParams( audioparams_t &audio ) |
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{ |
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if ( m_params.soundscapeIndex == audio.soundscapeIndex && m_params.ent.Get() == audio.ent.Get() ) |
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return; |
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m_params = audio; |
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m_forcedSoundscapeIndex = -1; |
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if ( audio.ent.Get() && audio.soundscapeIndex >= 0 && audio.soundscapeIndex < m_soundscapes.Count() ) |
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{ |
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DevReportSoundscapeName( audio.soundscapeIndex ); |
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StartNewSoundscape( m_soundscapes[audio.soundscapeIndex] ); |
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} |
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else |
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{ |
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// bad index (and the soundscape file actually existed...) |
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if ( audio.ent.Get() != 0 && |
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audio.soundscapeIndex != -1 ) |
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{ |
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DevMsg(1, "Error: Bad soundscape!\n"); |
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} |
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} |
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} |
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// Called when a soundscape is activated (leading edge of becoming the active soundscape) |
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void C_SoundscapeSystem::StartNewSoundscape( KeyValues *pSoundscape ) |
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{ |
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int i; |
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// Reset the system |
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// fade out the current loops |
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for ( i = m_loopingSounds.Count()-1; i >= 0; --i ) |
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{ |
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m_loopingSounds[i].volumeTarget = 0; |
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if ( !pSoundscape ) |
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{ |
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// if we're cancelling the soundscape, stop the sound immediately |
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m_loopingSounds[i].volumeCurrent = 0; |
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} |
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} |
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// update ID |
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m_loopingSoundId++; |
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// clear all random sounds |
|
m_randomSounds.RemoveAll(); |
|
m_nextRandomTime = gpGlobals->curtime; |
|
|
|
if ( pSoundscape ) |
|
{ |
|
subsoundscapeparams_t params; |
|
params.allowDSP = true; |
|
params.wroteSoundMixer = false; |
|
params.wroteDSPVolume = false; |
|
|
|
params.masterVolume = 1.0; |
|
params.startingPosition = 0; |
|
params.recurseLevel = 0; |
|
params.positionOverride = -1; |
|
params.ambientPositionOverride = -1; |
|
StartSubSoundscape( pSoundscape, params ); |
|
|
|
if ( !params.wroteDSPVolume ) |
|
{ |
|
m_pDSPVolumeVar->Revert(); |
|
} |
|
if ( !params.wroteSoundMixer ) |
|
{ |
|
m_pSoundMixerVar->Revert(); |
|
} |
|
} |
|
} |
|
|
|
void C_SoundscapeSystem::StartSubSoundscape( KeyValues *pSoundscape, subsoundscapeparams_t ¶ms ) |
|
{ |
|
// Parse/process all of the commands |
|
KeyValues *pKey = pSoundscape->GetFirstSubKey(); |
|
while ( pKey ) |
|
{ |
|
if ( !Q_strcasecmp( pKey->GetName(), "dsp" ) ) |
|
{ |
|
if ( params.allowDSP ) |
|
{ |
|
ProcessDSP( pKey ); |
|
} |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "dsp_player" ) ) |
|
{ |
|
if ( params.allowDSP ) |
|
{ |
|
ProcessDSPPlayer( pKey ); |
|
} |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "playlooping" ) ) |
|
{ |
|
ProcessPlayLooping( pKey, params ); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "playrandom" ) ) |
|
{ |
|
ProcessPlayRandom( pKey, params ); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "playsoundscape" ) ) |
|
{ |
|
ProcessPlaySoundscape( pKey, params ); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "Soundmixer" ) ) |
|
{ |
|
if ( params.allowDSP ) |
|
{ |
|
ProcessSoundMixer( pKey, params ); |
|
} |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "dsp_volume" ) ) |
|
{ |
|
if ( params.allowDSP ) |
|
{ |
|
ProcessDSPVolume( pKey, params ); |
|
} |
|
} |
|
// add new commands here |
|
else |
|
{ |
|
DevMsg( 1, "Soundscape %s:Unknown command %s\n", pSoundscape->GetName(), pKey->GetName() ); |
|
} |
|
pKey = pKey->GetNextKey(); |
|
} |
|
} |
|
|
|
// add a process for each new command here |
|
|
|
// change DSP effect |
|
void C_SoundscapeSystem::ProcessDSP( KeyValues *pDSP ) |
|
{ |
|
int roomType = pDSP->GetInt(); |
|
CLocalPlayerFilter filter; |
|
enginesound->SetRoomType( filter, roomType ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pDSPPlayer - |
|
//----------------------------------------------------------------------------- |
|
void C_SoundscapeSystem::ProcessDSPPlayer( KeyValues *pDSPPlayer ) |
|
{ |
|
int dspType = pDSPPlayer->GetInt(); |
|
CLocalPlayerFilter filter; |
|
enginesound->SetPlayerDSP( filter, dspType, false ); |
|
} |
|
|
|
|
|
void C_SoundscapeSystem::ProcessSoundMixer( KeyValues *pSoundMixer, subsoundscapeparams_t ¶ms ) |
|
{ |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer || pPlayer->CanSetSoundMixer() ) |
|
{ |
|
m_pSoundMixerVar->SetValue( pSoundMixer->GetString() ); |
|
params.wroteSoundMixer = true; |
|
} |
|
} |
|
|
|
void C_SoundscapeSystem::ProcessDSPVolume( KeyValues *pKey, subsoundscapeparams_t ¶ms ) |
|
{ |
|
m_pDSPVolumeVar->SetValue( pKey->GetFloat() ); |
|
params.wroteDSPVolume = true; |
|
} |
|
|
|
// start a new looping sound |
|
void C_SoundscapeSystem::ProcessPlayLooping( KeyValues *pAmbient, const subsoundscapeparams_t ¶ms ) |
|
{ |
|
float volume = 0; |
|
soundlevel_t soundlevel = ATTN_TO_SNDLVL(ATTN_NORM); |
|
const char *pSoundName = NULL; |
|
int pitch = PITCH_NORM; |
|
int positionIndex = -1; |
|
bool suppress = false; |
|
KeyValues *pKey = pAmbient->GetFirstSubKey(); |
|
while ( pKey ) |
|
{ |
|
if ( !Q_strcasecmp( pKey->GetName(), "volume" ) ) |
|
{ |
|
volume = params.masterVolume * RandomInterval( ReadInterval( pKey->GetString() ) ); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "pitch" ) ) |
|
{ |
|
pitch = RandomInterval( ReadInterval( pKey->GetString() ) ); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "wave" ) ) |
|
{ |
|
pSoundName = pKey->GetString(); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "position" ) ) |
|
{ |
|
positionIndex = params.startingPosition + pKey->GetInt(); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "attenuation" ) ) |
|
{ |
|
soundlevel = ATTN_TO_SNDLVL( RandomInterval( ReadInterval( pKey->GetString() ) ) ); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "soundlevel" ) ) |
|
{ |
|
if ( !Q_strncasecmp( pKey->GetString(), "SNDLVL_", strlen( "SNDLVL_" ) ) ) |
|
{ |
|
soundlevel = TextToSoundLevel( pKey->GetString() ); |
|
} |
|
else |
|
{ |
|
soundlevel = (soundlevel_t)((int)RandomInterval( ReadInterval( pKey->GetString() ) )); |
|
} |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "suppress_on_restore" ) ) |
|
{ |
|
suppress = Q_atoi( pKey->GetString() ) != 0 ? true : false; |
|
} |
|
else |
|
{ |
|
DevMsg( 1, "Ambient %s:Unknown command %s\n", pAmbient->GetName(), pKey->GetName() ); |
|
} |
|
pKey = pKey->GetNextKey(); |
|
} |
|
|
|
if ( positionIndex < 0 ) |
|
{ |
|
positionIndex = params.ambientPositionOverride; |
|
} |
|
else if ( params.positionOverride >= 0 ) |
|
{ |
|
positionIndex = params.positionOverride; |
|
} |
|
|
|
// Sound is mared as "suppress_on_restore" so don't restart it |
|
if ( IsBeingRestored() && suppress ) |
|
{ |
|
return; |
|
} |
|
|
|
if ( volume != 0 && pSoundName != NULL ) |
|
{ |
|
if ( positionIndex < 0 ) |
|
{ |
|
AddLoopingAmbient( pSoundName, volume, pitch ); |
|
} |
|
else |
|
{ |
|
if ( positionIndex > 31 || !(m_params.localBits & (1<<positionIndex) ) ) |
|
{ |
|
// suppress sounds if the position isn't available |
|
//DevMsg( 1, "Bad position %d\n", positionIndex ); |
|
return; |
|
} |
|
AddLoopingSound( pSoundName, false, volume, soundlevel, pitch, m_params.localSound[positionIndex] ); |
|
} |
|
} |
|
} |
|
|
|
void C_SoundscapeSystem::TouchSoundFile( char const *wavefile ) |
|
{ |
|
filesystem->GetFileTime( VarArgs( "sound/%s", PSkipSoundChars( wavefile ) ), "GAME" ); |
|
} |
|
|
|
// start a new looping sound |
|
void C_SoundscapeSystem::TouchPlayLooping( KeyValues *pAmbient ) |
|
{ |
|
KeyValues *pKey = pAmbient->GetFirstSubKey(); |
|
while ( pKey ) |
|
{ |
|
if ( !Q_strcasecmp( pKey->GetName(), "wave" ) ) |
|
{ |
|
char const *pSoundName = pKey->GetString(); |
|
|
|
// Touch the file |
|
TouchSoundFile( pSoundName ); |
|
} |
|
|
|
pKey = pKey->GetNextKey(); |
|
} |
|
} |
|
|
|
|
|
Vector C_SoundscapeSystem::GenerateRandomSoundPosition() |
|
{ |
|
float angle = random->RandomFloat( -180, 180 ); |
|
float sinAngle, cosAngle; |
|
SinCos( angle, &sinAngle, &cosAngle ); |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( pPlayer ) |
|
{ |
|
Vector origin, forward, right; |
|
pPlayer->EyePositionAndVectors( &origin, &forward, &right, NULL ); |
|
return origin + DEFAULT_SOUND_RADIUS * (cosAngle * right + sinAngle * forward); |
|
} |
|
else |
|
{ |
|
return CurrentViewOrigin() + DEFAULT_SOUND_RADIUS * (cosAngle * CurrentViewRight() + sinAngle * CurrentViewForward()); |
|
} |
|
} |
|
|
|
void C_SoundscapeSystem::TouchSoundFiles() |
|
{ |
|
if ( !CommandLine()->FindParm( "-makereslists" ) ) |
|
return; |
|
|
|
int c = m_soundscapes.Count(); |
|
for ( int i = 0; i < c ; ++i ) |
|
{ |
|
TouchWaveFiles( m_soundscapes[ i ] ); |
|
} |
|
} |
|
|
|
void C_SoundscapeSystem::TouchWaveFiles( KeyValues *pSoundScape ) |
|
{ |
|
KeyValues *pKey = pSoundScape->GetFirstSubKey(); |
|
while ( pKey ) |
|
{ |
|
if ( !Q_strcasecmp( pKey->GetName(), "playlooping" ) ) |
|
{ |
|
TouchPlayLooping( pKey ); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "playrandom" ) ) |
|
{ |
|
TouchPlayRandom( pKey ); |
|
} |
|
|
|
pKey = pKey->GetNextKey(); |
|
} |
|
|
|
} |
|
|
|
// puts a recurring random sound event into the queue |
|
void C_SoundscapeSystem::TouchPlayRandom( KeyValues *pPlayRandom ) |
|
{ |
|
KeyValues *pKey = pPlayRandom->GetFirstSubKey(); |
|
while ( pKey ) |
|
{ |
|
if ( !Q_strcasecmp( pKey->GetName(), "rndwave" ) ) |
|
{ |
|
KeyValues *pWaves = pKey->GetFirstSubKey(); |
|
while ( pWaves ) |
|
{ |
|
TouchSoundFile( pWaves->GetString() ); |
|
|
|
pWaves = pWaves->GetNextKey(); |
|
} |
|
} |
|
|
|
pKey = pKey->GetNextKey(); |
|
} |
|
} |
|
|
|
// puts a recurring random sound event into the queue |
|
void C_SoundscapeSystem::ProcessPlayRandom( KeyValues *pPlayRandom, const subsoundscapeparams_t ¶ms ) |
|
{ |
|
randomsound_t sound; |
|
sound.Init(); |
|
sound.masterVolume = params.masterVolume; |
|
int positionIndex = -1; |
|
bool suppress = false; |
|
bool randomPosition = false; |
|
KeyValues *pKey = pPlayRandom->GetFirstSubKey(); |
|
while ( pKey ) |
|
{ |
|
if ( !Q_strcasecmp( pKey->GetName(), "volume" ) ) |
|
{ |
|
sound.volume = ReadInterval( pKey->GetString() ); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "pitch" ) ) |
|
{ |
|
sound.pitch = ReadInterval( pKey->GetString() ); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "attenuation" ) ) |
|
{ |
|
interval_t atten = ReadInterval( pKey->GetString() ); |
|
sound.soundlevel.start = ATTN_TO_SNDLVL( atten.start ); |
|
sound.soundlevel.range = ATTN_TO_SNDLVL( atten.start + atten.range ) - sound.soundlevel.start; |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "soundlevel" ) ) |
|
{ |
|
if ( !Q_strncasecmp( pKey->GetString(), "SNDLVL_", strlen( "SNDLVL_" ) ) ) |
|
{ |
|
sound.soundlevel.start = TextToSoundLevel( pKey->GetString() ); |
|
sound.soundlevel.range = 0; |
|
} |
|
else |
|
{ |
|
sound.soundlevel = ReadInterval( pKey->GetString() ); |
|
} |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "time" ) ) |
|
{ |
|
sound.time = ReadInterval( pKey->GetString() ); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "rndwave" ) ) |
|
{ |
|
KeyValues *pWaves = pKey->GetFirstSubKey(); |
|
sound.pWaves = pWaves; |
|
sound.waveCount = 0; |
|
while ( pWaves ) |
|
{ |
|
sound.waveCount++; |
|
pWaves = pWaves->GetNextKey(); |
|
} |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "position" ) ) |
|
{ |
|
if ( !Q_strcasecmp( pKey->GetString(), "random" ) ) |
|
{ |
|
randomPosition = true; |
|
} |
|
else |
|
{ |
|
positionIndex = params.startingPosition + pKey->GetInt(); |
|
} |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "suppress_on_restore" ) ) |
|
{ |
|
suppress = Q_atoi( pKey->GetString() ) != 0 ? true : false; |
|
} |
|
else |
|
{ |
|
DevMsg( 1, "Random Sound %s:Unknown command %s\n", pPlayRandom->GetName(), pKey->GetName() ); |
|
} |
|
|
|
pKey = pKey->GetNextKey(); |
|
} |
|
|
|
if ( positionIndex < 0 ) |
|
{ |
|
positionIndex = params.ambientPositionOverride; |
|
} |
|
else if ( params.positionOverride >= 0 ) |
|
{ |
|
positionIndex = params.positionOverride; |
|
randomPosition = false; // override trumps random position |
|
} |
|
|
|
// Sound is mared as "suppress_on_restore" so don't restart it |
|
if ( IsBeingRestored() && suppress ) |
|
{ |
|
return; |
|
} |
|
|
|
if ( sound.waveCount != 0 ) |
|
{ |
|
if ( positionIndex < 0 && !randomPosition ) |
|
{ |
|
sound.isAmbient = true; |
|
AddRandomSound( sound ); |
|
} |
|
else |
|
{ |
|
sound.isAmbient = false; |
|
if ( randomPosition ) |
|
{ |
|
sound.isRandom = true; |
|
} |
|
else |
|
{ |
|
if ( positionIndex > 31 || !(m_params.localBits & (1<<positionIndex) ) ) |
|
{ |
|
// suppress sounds if the position isn't available |
|
//DevMsg( 1, "Bad position %d\n", positionIndex ); |
|
return; |
|
} |
|
sound.position = m_params.localSound[positionIndex]; |
|
} |
|
AddRandomSound( sound ); |
|
} |
|
} |
|
} |
|
|
|
void C_SoundscapeSystem::ProcessPlaySoundscape( KeyValues *pPlaySoundscape, subsoundscapeparams_t ¶msIn ) |
|
{ |
|
subsoundscapeparams_t subParams = paramsIn; |
|
|
|
// sub-soundscapes NEVER set the DSP effects |
|
subParams.allowDSP = false; |
|
subParams.recurseLevel++; |
|
if ( subParams.recurseLevel > MAX_SOUNDSCAPE_RECURSION ) |
|
{ |
|
DevMsg( "Error! Soundscape recursion overrun!\n" ); |
|
return; |
|
} |
|
KeyValues *pKey = pPlaySoundscape->GetFirstSubKey(); |
|
const char *pSoundscapeName = NULL; |
|
while ( pKey ) |
|
{ |
|
if ( !Q_strcasecmp( pKey->GetName(), "volume" ) ) |
|
{ |
|
subParams.masterVolume = paramsIn.masterVolume * RandomInterval( ReadInterval( pKey->GetString() ) ); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "position" ) ) |
|
{ |
|
subParams.startingPosition = paramsIn.startingPosition + pKey->GetInt(); |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "positionoverride" ) ) |
|
{ |
|
if ( paramsIn.positionOverride < 0 ) |
|
{ |
|
subParams.positionOverride = paramsIn.startingPosition + pKey->GetInt(); |
|
// positionoverride is only ever used to make a whole soundscape come from a point in space |
|
// So go ahead and default ambients there too. |
|
subParams.ambientPositionOverride = paramsIn.startingPosition + pKey->GetInt(); |
|
} |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "ambientpositionoverride" ) ) |
|
{ |
|
if ( paramsIn.ambientPositionOverride < 0 ) |
|
{ |
|
subParams.ambientPositionOverride = paramsIn.startingPosition + pKey->GetInt(); |
|
} |
|
} |
|
else if ( !Q_strcasecmp( pKey->GetName(), "name" ) ) |
|
{ |
|
pSoundscapeName = pKey->GetString(); |
|
} |
|
else if ( !Q_strcasecmp(pKey->GetName(), "soundlevel") ) |
|
{ |
|
DevMsg(1,"soundlevel not supported on sub-soundscapes\n"); |
|
} |
|
else |
|
{ |
|
DevMsg( 1, "Playsoundscape %s:Unknown command %s\n", pSoundscapeName ? pSoundscapeName : pPlaySoundscape->GetName(), pKey->GetName() ); |
|
} |
|
pKey = pKey->GetNextKey(); |
|
} |
|
|
|
if ( pSoundscapeName ) |
|
{ |
|
KeyValues *pSoundscapeKeys = SoundscapeByIndex( FindSoundscapeByName( pSoundscapeName ) ); |
|
if ( pSoundscapeKeys ) |
|
{ |
|
StartSubSoundscape( pSoundscapeKeys, subParams ); |
|
} |
|
else |
|
{ |
|
DevMsg( 1, "Trying to play unknown soundscape %s\n", pSoundscapeName ); |
|
} |
|
} |
|
} |
|
|
|
// special kind of looping sound with no spatialization |
|
int C_SoundscapeSystem::AddLoopingAmbient( const char *pSoundName, float volume, int pitch ) |
|
{ |
|
return AddLoopingSound( pSoundName, true, volume, SNDLVL_NORM, pitch, vec3_origin ); |
|
} |
|
|
|
// add a looping sound to the list |
|
// NOTE: will reuse existing entry (fade from current volume) if possible |
|
// this prevents pops |
|
int C_SoundscapeSystem::AddLoopingSound( const char *pSoundName, bool isAmbient, float volume, soundlevel_t soundlevel, int pitch, const Vector &position ) |
|
{ |
|
loopingsound_t *pSoundSlot = NULL; |
|
int soundSlot = m_loopingSounds.Count() - 1; |
|
bool bForceSoundUpdate = false; |
|
while ( soundSlot >= 0 ) |
|
{ |
|
loopingsound_t &sound = m_loopingSounds[soundSlot]; |
|
|
|
// NOTE: Will always restart/crossfade positional sounds |
|
if ( sound.id != m_loopingSoundId && |
|
sound.pitch == pitch && |
|
!Q_strcasecmp( pSoundName, sound.pWaveName ) ) |
|
{ |
|
// Ambient sounds can reuse the slots. |
|
if ( isAmbient == true && |
|
sound.isAmbient == true ) |
|
{ |
|
// reuse this sound |
|
pSoundSlot = &sound; |
|
break; |
|
} |
|
// Positional sounds can reuse the slots if the positions are the same. |
|
else if ( isAmbient == sound.isAmbient ) |
|
{ |
|
if ( VectorsAreEqual( position, sound.position, 0.1f ) ) |
|
{ |
|
// reuse this sound |
|
pSoundSlot = &sound; |
|
break; |
|
} |
|
else |
|
{ |
|
// If it's trying to fade out one positional sound and fade in another, then it gets screwy |
|
// because it'll be sending alternating commands to the sound engine, referencing the same sound |
|
// (SOUND_FROM_WORLD, CHAN_STATIC, pSoundName). One of the alternating commands will be as |
|
// it fades the sound out, and one will be fading the sound in. |
|
// Because this will occasionally cause the sound to vanish entirely, we stop the old sound immediately. |
|
StopLoopingSound(sound); |
|
pSoundSlot = &sound; |
|
|
|
// make a note to update the sound immediately. Otherwise, if its volume happens to be |
|
// the same as the old sound's volume, it will never update at all. |
|
bForceSoundUpdate = true; |
|
break; |
|
} |
|
} |
|
} |
|
soundSlot--; |
|
} |
|
|
|
if ( soundSlot < 0 ) |
|
{ |
|
// can't find the sound in the list, make a new one |
|
soundSlot = m_loopingSounds.AddToTail(); |
|
if ( isAmbient ) |
|
{ |
|
// start at 0 and fade in |
|
enginesound->EmitAmbientSound( pSoundName, 0, pitch ); |
|
m_loopingSounds[soundSlot].volumeCurrent = 0.0; |
|
} |
|
else |
|
{ |
|
// non-ambients at 0 volume are culled, so start at 0.05 |
|
CLocalPlayerFilter filter; |
|
|
|
EmitSound_t ep; |
|
ep.m_nChannel = CHAN_STATIC; |
|
ep.m_pSoundName = pSoundName; |
|
ep.m_flVolume = 0.05; |
|
ep.m_SoundLevel = soundlevel; |
|
ep.m_nPitch = pitch; |
|
ep.m_pOrigin = &position; |
|
|
|
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep ); |
|
m_loopingSounds[soundSlot].volumeCurrent = 0.05; |
|
} |
|
} |
|
loopingsound_t &sound = m_loopingSounds[soundSlot]; |
|
// fill out the slot |
|
sound.pWaveName = pSoundName; |
|
sound.volumeTarget = volume; |
|
sound.pitch = pitch; |
|
sound.id = m_loopingSoundId; |
|
sound.isAmbient = isAmbient; |
|
sound.position = position; |
|
sound.soundlevel = soundlevel; |
|
|
|
if (bForceSoundUpdate) |
|
{ |
|
UpdateLoopingSound(sound); |
|
} |
|
|
|
return soundSlot; |
|
} |
|
|
|
// stop this loop forever |
|
void C_SoundscapeSystem::StopLoopingSound( loopingsound_t &loopSound ) |
|
{ |
|
if ( loopSound.isAmbient ) |
|
{ |
|
enginesound->EmitAmbientSound( loopSound.pWaveName, 0, 0, SND_STOP ); |
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} |
|
else |
|
{ |
|
C_BaseEntity::StopSound( SOUND_FROM_WORLD, CHAN_STATIC, loopSound.pWaveName ); |
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} |
|
} |
|
|
|
// update with new volume |
|
void C_SoundscapeSystem::UpdateLoopingSound( loopingsound_t &loopSound ) |
|
{ |
|
if ( loopSound.isAmbient ) |
|
{ |
|
enginesound->EmitAmbientSound( loopSound.pWaveName, loopSound.volumeCurrent, loopSound.pitch, SND_CHANGE_VOL ); |
|
} |
|
else |
|
{ |
|
CLocalPlayerFilter filter; |
|
|
|
EmitSound_t ep; |
|
ep.m_nChannel = CHAN_STATIC; |
|
ep.m_pSoundName = loopSound.pWaveName; |
|
ep.m_flVolume = loopSound.volumeCurrent; |
|
ep.m_SoundLevel = loopSound.soundlevel; |
|
ep.m_nFlags = SND_CHANGE_VOL; |
|
ep.m_nPitch = loopSound.pitch; |
|
ep.m_pOrigin = &loopSound.position; |
|
|
|
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep ); |
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} |
|
} |
|
|
|
// add a recurring random sound event |
|
int C_SoundscapeSystem::AddRandomSound( const randomsound_t &sound ) |
|
{ |
|
int index = m_randomSounds.AddToTail( sound ); |
|
m_randomSounds[index].nextPlayTime = gpGlobals->curtime + 0.5 * RandomInterval( sound.time ); |
|
|
|
return index; |
|
} |
|
|
|
// play a random sound randomly from this parameterization table |
|
void C_SoundscapeSystem::PlayRandomSound( randomsound_t &sound ) |
|
{ |
|
Assert( sound.waveCount > 0 ); |
|
|
|
int waveId = random->RandomInt( 0, sound.waveCount-1 ); |
|
KeyValues *pWaves = sound.pWaves; |
|
while ( waveId > 0 && pWaves ) |
|
{ |
|
pWaves = pWaves->GetNextKey(); |
|
waveId--; |
|
} |
|
if ( !pWaves ) |
|
return; |
|
|
|
const char *pWaveName = pWaves->GetString(); |
|
|
|
if ( !pWaveName ) |
|
return; |
|
|
|
if ( sound.isAmbient ) |
|
{ |
|
enginesound->EmitAmbientSound( pWaveName, sound.masterVolume * RandomInterval( sound.volume ), (int)RandomInterval( sound.pitch ) ); |
|
} |
|
else |
|
{ |
|
CLocalPlayerFilter filter; |
|
|
|
EmitSound_t ep; |
|
ep.m_nChannel = CHAN_STATIC; |
|
ep.m_pSoundName = pWaveName; |
|
ep.m_flVolume = sound.masterVolume * RandomInterval( sound.volume ); |
|
ep.m_SoundLevel = (soundlevel_t)(int)RandomInterval( sound.soundlevel ); |
|
ep.m_nPitch = (int)RandomInterval( sound.pitch ); |
|
if ( sound.isRandom ) |
|
{ |
|
sound.position = GenerateRandomSoundPosition(); |
|
} |
|
ep.m_pOrigin = &sound.position; |
|
|
|
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, ep ); |
|
} |
|
} |
|
|
|
// walk the list of random sound commands and update |
|
void C_SoundscapeSystem::UpdateRandomSounds( float gameTime ) |
|
{ |
|
if ( gameTime < m_nextRandomTime ) |
|
return; |
|
|
|
m_nextRandomTime = gameTime + 3600; // add some big time to check again (an hour) |
|
|
|
for ( int i = m_randomSounds.Count()-1; i >= 0; i-- ) |
|
{ |
|
// time to play? |
|
if ( gameTime >= m_randomSounds[i].nextPlayTime ) |
|
{ |
|
// UNDONE: add this in to fix range? |
|
// float dt = m_randomSounds[i].nextPlayTime - gameTime; |
|
PlayRandomSound( m_randomSounds[i] ); |
|
|
|
// now schedule the next occurrance |
|
// UNDONE: add support for "play once" sounds? FastRemove() here. |
|
m_randomSounds[i].nextPlayTime = gameTime + RandomInterval( m_randomSounds[i].time ); |
|
} |
|
|
|
// update next time to check the queue |
|
if ( m_randomSounds[i].nextPlayTime < m_nextRandomTime ) |
|
{ |
|
m_nextRandomTime = m_randomSounds[i].nextPlayTime; |
|
} |
|
} |
|
} |
|
|
|
|
|
|
|
CON_COMMAND(cl_soundscape_printdebuginfo, "print soundscapes") |
|
{ |
|
g_SoundscapeSystem.PrintDebugInfo(); |
|
}
|
|
|