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123 lines
5.2 KiB
123 lines
5.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Client-server neutral sound interface |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef IENGINESOUND_H |
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#define IENGINESOUND_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "basetypes.h" |
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#include "interface.h" |
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#include "soundflags.h" |
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#include "irecipientfilter.h" |
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#include "utlvector.h" |
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#include "engine/SndInfo.h" |
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//----------------------------------------------------------------------------- |
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// forward declaration |
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//----------------------------------------------------------------------------- |
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class Vector; |
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// Handy defines for EmitSound |
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#define SOUND_FROM_UI_PANEL -2 // Sound being played inside a UI panel on the client |
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#define SOUND_FROM_LOCAL_PLAYER -1 |
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#define SOUND_FROM_WORLD 0 |
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// These are used to feed a soundlevel to the sound system and have it use |
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// goldsrc-type attenuation. We should use this as little as possible and |
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// phase it out as soon as possible. |
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// Take a regular sndlevel and convert it to compatibility mode. |
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#define SNDLEVEL_TO_COMPATIBILITY_MODE( x ) ((soundlevel_t)(int)( (x) + 256 )) |
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// Take a compatibility-mode sndlevel and get the REAL sndlevel out of it. |
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#define SNDLEVEL_FROM_COMPATIBILITY_MODE( x ) ((soundlevel_t)(int)( (x) - 256 )) |
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// Tells if the given sndlevel is marked as compatibility mode. |
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#define SNDLEVEL_IS_COMPATIBILITY_MODE( x ) ( (x) >= soundlevel_t(256) ) |
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//----------------------------------------------------------------------------- |
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// Client-server neutral effects interface |
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//----------------------------------------------------------------------------- |
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#define IENGINESOUND_CLIENT_INTERFACE_VERSION "IEngineSoundClient003" |
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#define IENGINESOUND_SERVER_INTERFACE_VERSION "IEngineSoundServer003" |
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abstract_class IEngineSound |
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{ |
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public: |
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// Precache a particular sample |
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virtual bool PrecacheSound( const char *pSample, bool bPreload = false, bool bIsUISound = false ) = 0; |
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virtual bool IsSoundPrecached( const char *pSample ) = 0; |
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virtual void PrefetchSound( const char *pSample ) = 0; |
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// Just loads the file header and checks for duration (not hooked up for .mp3's yet) |
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// Is accessible to server and client though |
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virtual float GetSoundDuration( const char *pSample ) = 0; |
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// Pitch of 100 is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100 |
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// down to 1 is a lower pitch. 150 to 70 is the realistic range. |
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// EmitSound with pitch != 100 should be used sparingly, as it's not quite as |
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// fast (the pitchshift mixer is not native coded). |
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// NOTE: setting iEntIndex to -1 will cause the sound to be emitted from the local |
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// player (client-side only) |
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virtual void EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSample, |
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float flVolume, float flAttenuation, int iFlags = 0, int iPitch = PITCH_NORM, int iSpecialDSP = 0, |
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const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0; |
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virtual void EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSample, |
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float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM, int iSpecialDSP = 0, |
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const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0; |
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virtual void EmitSentenceByIndex( IRecipientFilter& filter, int iEntIndex, int iChannel, int iSentenceIndex, |
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float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM,int iSpecialDSP = 0, |
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const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0; |
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virtual void StopSound( int iEntIndex, int iChannel, const char *pSample ) = 0; |
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// stop all active sounds (client only) |
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virtual void StopAllSounds(bool bClearBuffers) = 0; |
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// Set the room type for a player (client only) |
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virtual void SetRoomType( IRecipientFilter& filter, int roomType ) = 0; |
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// Set the dsp preset for a player (client only) |
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virtual void SetPlayerDSP( IRecipientFilter& filter, int dspType, bool fastReset ) = 0; |
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// emit an "ambient" sound that isn't spatialized |
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// only available on the client, assert on server |
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virtual void EmitAmbientSound( const char *pSample, float flVolume, int iPitch = PITCH_NORM, int flags = 0, float soundtime = 0.0f ) = 0; |
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// virtual EntChannel_t CreateEntChannel() = 0; |
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virtual float GetDistGainFromSoundLevel( soundlevel_t soundlevel, float dist ) = 0; |
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// Client .dll only functions |
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virtual int GetGuidForLastSoundEmitted() = 0; |
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virtual bool IsSoundStillPlaying( int guid ) = 0; |
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virtual void StopSoundByGuid( int guid ) = 0; |
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// Set's master volume (0.0->1.0) |
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virtual void SetVolumeByGuid( int guid, float fvol ) = 0; |
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// Retrieves list of all active sounds |
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virtual void GetActiveSounds( CUtlVector< SndInfo_t >& sndlist ) = 0; |
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virtual void PrecacheSentenceGroup( const char *pGroupName ) = 0; |
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virtual void NotifyBeginMoviePlayback() = 0; |
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virtual void NotifyEndMoviePlayback() = 0; |
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}; |
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#endif // IENGINESOUND_H
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