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458 lines
13 KiB
458 lines
13 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "soundscape_system.h" |
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#include "soundscape.h" |
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#include "KeyValues.h" |
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#include "filesystem.h" |
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#include "game.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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#define SOUNDSCAPE_MANIFEST_FILE "scripts/soundscapes_manifest.txt" |
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CON_COMMAND(soundscape_flush, "Flushes the server & client side soundscapes") |
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{ |
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CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); |
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if ( engine->IsDedicatedServer() ) |
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{ |
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// If it's a dedicated server, only the server console can run this. |
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if ( pPlayer ) |
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return; |
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} |
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else |
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{ |
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// If it's a listen server, only the listen server host can run this. |
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if ( !pPlayer || pPlayer != UTIL_GetListenServerHost() ) |
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return; |
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} |
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g_SoundscapeSystem.FlushSoundscapes(); // don't bother forgetting about the entities |
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g_SoundscapeSystem.Init(); |
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if ( engine->IsDedicatedServer() ) |
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{ |
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// If the ds console typed it, send it to everyone. |
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for ( int i = 1; i <= gpGlobals->maxClients; i++ ) |
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{ |
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CBasePlayer *pSendToPlayer = UTIL_PlayerByIndex( i ); |
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if ( pSendToPlayer ) |
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engine->ClientCommand( pSendToPlayer->edict(), "cl_soundscape_flush\n" ); |
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} |
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} |
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else |
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{ |
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engine->ClientCommand( pPlayer->edict(), "cl_soundscape_flush\n" ); |
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} |
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} |
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CSoundscapeSystem g_SoundscapeSystem( "CSoundscapeSystem" ); |
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extern ConVar soundscape_debug; |
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void CSoundscapeSystem::AddSoundscapeFile( const char *filename ) |
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{ |
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MEM_ALLOC_CREDIT(); |
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// Open the soundscape data file, and abort if we can't |
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KeyValues *pKeyValuesData = new KeyValues( filename ); |
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if ( filesystem->LoadKeyValues( *pKeyValuesData, IFileSystem::TYPE_SOUNDSCAPE, filename, "GAME" ) ) |
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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 = pKeyValuesData; |
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while ( pKeys ) |
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{ |
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if ( pKeys->GetFirstSubKey() ) |
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{ |
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if ( g_pDeveloper->GetBool() ) |
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{ |
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if ( strstr( pKeys->GetName(), "{" ) ) |
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{ |
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Msg("Error parsing soundscape file %s after %s\n", filename, m_soundscapeCount>0 ?m_soundscapes.GetStringText( m_soundscapeCount-1 ) : "FIRST" ); |
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} |
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} |
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m_soundscapes.AddString( pKeys->GetName(), m_soundscapeCount ); |
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if ( IsX360() ) |
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{ |
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AddSoundscapeSounds( pKeys, m_soundscapeCount ); |
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} |
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m_soundscapeCount++; |
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} |
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pKeys = pKeys->GetNextKey(); |
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} |
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} |
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pKeyValuesData->deleteThis(); |
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} |
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CON_COMMAND_F( sv_soundscape_printdebuginfo, "print soundscapes", FCVAR_DEVELOPMENTONLY ) |
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{ |
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if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
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return; |
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g_SoundscapeSystem.PrintDebugInfo(); |
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} |
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void CSoundscapeSystem::PrintDebugInfo() |
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{ |
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Msg( "\n------- SERVER SOUNDSCAPES -------\n" ); |
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for ( int key=m_soundscapes.First(); key != m_soundscapes.InvalidIndex(); key = m_soundscapes.Next( key ) ) |
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{ |
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int id = m_soundscapes.GetIDForKey( key ); |
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const char *pName = m_soundscapes.GetStringForKey( key ); |
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Msg( "- %d: %s\n", id, pName ); |
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} |
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Msg( "-------- SOUNDSCAPE ENTITIES -----\n" ); |
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for( int entityIndex = 0; entityIndex < m_soundscapeEntities.Size(); ++entityIndex ) |
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{ |
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CEnvSoundscape *currentSoundscape = m_soundscapeEntities[entityIndex]; |
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Msg("- %d: %s x:%.4f y:%.4f z:%.4f\n", |
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entityIndex, |
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STRING(currentSoundscape->GetSoundscapeName()), |
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currentSoundscape->GetAbsOrigin().x, |
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currentSoundscape->GetAbsOrigin().y, |
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currentSoundscape->GetAbsOrigin().z |
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); |
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} |
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Msg( "----------------------------------\n\n" ); |
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} |
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bool CSoundscapeSystem::Init() |
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{ |
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m_soundscapeCount = 0; |
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const char *mapname = STRING( gpGlobals->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 = UTIL_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( "CSoundscapeSystem::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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m_activeIndex = 0; |
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return true; |
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} |
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void CSoundscapeSystem::FlushSoundscapes( void ) |
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{ |
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m_soundscapeCount = 0; |
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m_soundscapes.ClearStrings(); |
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} |
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void CSoundscapeSystem::Shutdown() |
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{ |
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FlushSoundscapes(); |
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m_soundscapeEntities.RemoveAll(); |
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m_activeIndex = 0; |
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if ( IsX360() ) |
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{ |
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m_soundscapeSounds.Purge(); |
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} |
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} |
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void CSoundscapeSystem::LevelInitPreEntity() |
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{ |
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g_SoundscapeSystem.Shutdown(); |
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g_SoundscapeSystem.Init(); |
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} |
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void CSoundscapeSystem::LevelInitPostEntity() |
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{ |
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if ( IsX360() ) |
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{ |
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m_soundscapeSounds.Purge(); |
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} |
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CUtlVector<bbox_t> clusterbounds; |
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int clusterCount = engine->GetClusterCount(); |
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clusterbounds.SetCount( clusterCount ); |
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engine->GetAllClusterBounds( clusterbounds.Base(), clusterCount ); |
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m_soundscapesInCluster.SetCount(clusterCount); |
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for ( int i = 0; i < clusterCount; i++ ) |
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{ |
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m_soundscapesInCluster[i].soundscapeCount = 0; |
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m_soundscapesInCluster[i].firstSoundscape = 0; |
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} |
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unsigned char myPVS[16 * 1024]; |
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CUtlVector<short> clusterIndexList; |
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CUtlVector<short> soundscapeIndexList; |
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// find the clusters visible from each soundscape |
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// add this soundscape to the list of soundscapes for that cluster, clip cluster bounds to radius |
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for ( int i = 0; i < m_soundscapeEntities.Count(); i++ ) |
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{ |
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Vector position = m_soundscapeEntities[i]->GetAbsOrigin(); |
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float radius = m_soundscapeEntities[i]->m_flRadius; |
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float radiusSq = radius * radius; |
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engine->GetPVSForCluster( engine->GetClusterForOrigin( position ), sizeof( myPVS ), myPVS ); |
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for ( int j = 0; j < clusterCount; j++ ) |
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{ |
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if ( myPVS[ j >> 3 ] & (1<<(j&7)) ) |
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{ |
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float distSq = CalcSqrDistanceToAABB( clusterbounds[j].mins, clusterbounds[j].maxs, position ); |
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if ( distSq < radiusSq || radius < 0 ) |
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{ |
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m_soundscapesInCluster[j].soundscapeCount++; |
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clusterIndexList.AddToTail(j); |
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// UNDONE: Technically you just need a soundscape index and a count for this list. |
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soundscapeIndexList.AddToTail(i); |
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} |
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} |
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} |
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} |
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// basically this part is like a radix sort |
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// this is how many entries we need in the soundscape index list |
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m_soundscapeIndexList.SetCount(soundscapeIndexList.Count()); |
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// now compute the starting index of each cluster |
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int firstSoundscape = 0; |
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for ( int i = 0; i < clusterCount; i++ ) |
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{ |
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m_soundscapesInCluster[i].firstSoundscape = firstSoundscape; |
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firstSoundscape += m_soundscapesInCluster[i].soundscapeCount; |
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m_soundscapesInCluster[i].soundscapeCount = 0; |
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} |
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// now add each soundscape index to the appropriate cluster's list |
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// The resulting list is precomputing all soundscapes that need to be checked for a player |
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// in each cluster. This is used to accelerate the per-frame operations |
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for ( int i = 0; i < soundscapeIndexList.Count(); i++ ) |
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{ |
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int cluster = clusterIndexList[i]; |
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int outIndex = m_soundscapesInCluster[cluster].soundscapeCount + m_soundscapesInCluster[cluster].firstSoundscape; |
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m_soundscapesInCluster[cluster].soundscapeCount++; |
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m_soundscapeIndexList[outIndex] = soundscapeIndexList[i]; |
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} |
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} |
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int CSoundscapeSystem::GetSoundscapeIndex( const char *pName ) |
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{ |
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return m_soundscapes.GetStringID( pName ); |
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} |
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bool CSoundscapeSystem::IsValidIndex( int index ) |
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{ |
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if ( index >= 0 && index < m_soundscapeCount ) |
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return true; |
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return false; |
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} |
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void CSoundscapeSystem::AddSoundscapeEntity( CEnvSoundscape *pSoundscape ) |
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{ |
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if ( m_soundscapeEntities.Find( pSoundscape ) == -1 ) |
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{ |
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int index = m_soundscapeEntities.AddToTail( pSoundscape ); |
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pSoundscape->m_soundscapeEntityId = index + 1; |
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} |
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} |
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void CSoundscapeSystem::RemoveSoundscapeEntity( CEnvSoundscape *pSoundscape ) |
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{ |
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m_soundscapeEntities.FindAndRemove( pSoundscape ); |
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pSoundscape->m_soundscapeEntityId = -1; |
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} |
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void CSoundscapeSystem::FrameUpdatePostEntityThink() |
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{ |
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int total = m_soundscapeEntities.Count(); |
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if ( total > 0 ) |
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{ |
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int traceCount = 0; |
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int playerCount = 0; |
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// budget tuned for TF. Do a max of 20 traces. That's going to happen anyway because a bunch of the maps |
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// use radius -1 for all soundscapes. So to trace one player you'll often need that many and this code must |
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// always trace one player's soundscapes. |
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// If the map has been optimized, then allow more players to update per frame. |
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int maxPlayers = gpGlobals->maxClients / 2; |
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// maxPlayers has to be at least 1 |
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maxPlayers = MAX( 1, maxPlayers ); |
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int maxTraces = 20; |
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if ( soundscape_debug.GetBool() ) |
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{ |
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maxTraces = 9999; |
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maxPlayers = MAX_PLAYERS; |
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} |
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// load balance across server ticks a bit by limiting the numbers of players (get cluster for origin) |
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// and traces processed in a single tick. In single player this will update the player every tick |
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// because it always does at least one player's full load of work |
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for ( int i = 0; i < gpGlobals->maxClients && traceCount <= maxTraces && playerCount <= maxPlayers; i++ ) |
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{ |
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m_activeIndex = (m_activeIndex+1) % gpGlobals->maxClients; |
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( m_activeIndex + 1 ); |
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if ( pPlayer && pPlayer->IsNetClient() ) |
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{ |
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// check to see if this is the sound entity that is |
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// currently affecting this player |
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audioparams_t &audio = pPlayer->GetAudioParams(); |
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// if we got this far, we're looking at an entity that is contending |
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// for current player sound. the closest entity to player wins. |
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CEnvSoundscape *pCurrent = (CEnvSoundscape *)( audio.ent.Get() ); |
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if ( pCurrent ) |
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{ |
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int nEntIndex = pCurrent->m_soundscapeEntityId - 1; |
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NOTE_UNUSED( nEntIndex ); |
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Assert( m_soundscapeEntities[nEntIndex] == pCurrent ); |
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} |
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ss_update_t update; |
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update.pPlayer = pPlayer; |
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update.pCurrentSoundscape = pCurrent; |
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update.playerPosition = pPlayer->EarPosition(); |
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update.bInRange = false; |
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update.currentDistance = 0; |
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update.traceCount = 0; |
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if ( pCurrent ) |
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{ |
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pCurrent->UpdateForPlayer(update); |
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} |
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int clusterIndex = engine->GetClusterForOrigin( update.playerPosition ); |
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if ( clusterIndex >= 0 && clusterIndex < m_soundscapesInCluster.Count() ) |
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{ |
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// find all soundscapes that could possibly attach to this player and update them |
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for ( int j = 0; j < m_soundscapesInCluster[clusterIndex].soundscapeCount; j++ ) |
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{ |
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int ssIndex = m_soundscapeIndexList[m_soundscapesInCluster[clusterIndex].firstSoundscape + j]; |
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if ( m_soundscapeEntities[ssIndex] == update.pCurrentSoundscape ) |
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continue; |
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m_soundscapeEntities[ssIndex]->UpdateForPlayer( update ); |
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} |
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} |
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playerCount++; |
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traceCount += update.traceCount; |
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} |
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} |
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} |
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} |
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void CSoundscapeSystem::AddSoundscapeSounds( KeyValues *pSoundscape, int soundscapeIndex ) |
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{ |
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if ( !IsX360() ) |
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{ |
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return; |
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} |
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int i = m_soundscapeSounds.AddToTail(); |
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Assert( i == soundscapeIndex ); |
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KeyValues *pKey = pSoundscape->GetFirstSubKey(); |
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while ( pKey ) |
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{ |
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if ( !Q_strcasecmp( pKey->GetName(), "playlooping" ) ) |
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{ |
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KeyValues *pAmbientKey = pKey->GetFirstSubKey(); |
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while ( pAmbientKey ) |
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{ |
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if ( !Q_strcasecmp( pAmbientKey->GetName(), "wave" ) ) |
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{ |
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char const *pSoundName = pAmbientKey->GetString(); |
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m_soundscapeSounds[i].AddToTail( pSoundName ); |
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} |
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pAmbientKey = pAmbientKey->GetNextKey(); |
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} |
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} |
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else if ( !Q_strcasecmp( pKey->GetName(), "playrandom" ) ) |
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{ |
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KeyValues *pRandomKey = pKey->GetFirstSubKey(); |
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while ( pRandomKey ) |
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{ |
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if ( !Q_strcasecmp( pRandomKey->GetName(), "rndwave" ) ) |
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{ |
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KeyValues *pRndWaveKey = pRandomKey->GetFirstSubKey(); |
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while ( pRndWaveKey ) |
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{ |
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if ( !Q_strcasecmp( pRndWaveKey->GetName(), "wave" ) ) |
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{ |
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char const *pSoundName = pRndWaveKey->GetString(); |
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m_soundscapeSounds[i].AddToTail( pSoundName ); |
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} |
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pRndWaveKey = pRndWaveKey->GetNextKey(); |
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} |
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} |
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pRandomKey = pRandomKey->GetNextKey(); |
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} |
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} |
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else if ( !Q_strcasecmp( pKey->GetName(), "playsoundscape" ) ) |
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{ |
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KeyValues *pPlayKey = pKey->GetFirstSubKey(); |
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while ( pPlayKey ) |
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{ |
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if ( !Q_strcasecmp( pPlayKey->GetName(), "name" ) ) |
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{ |
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char const *pSoundName = pPlayKey->GetString(); |
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m_soundscapeSounds[i].AddToTail( pSoundName ); |
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} |
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pPlayKey = pPlayKey->GetNextKey(); |
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} |
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} |
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pKey = pKey->GetNextKey(); |
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} |
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} |
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void CSoundscapeSystem::PrecacheSounds( int soundscapeIndex ) |
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{ |
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if ( !IsX360() ) |
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{ |
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return; |
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} |
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if ( !IsValidIndex( soundscapeIndex ) ) |
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{ |
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return; |
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} |
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int count = m_soundscapeSounds[soundscapeIndex].Count(); |
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for ( int i=0; i<count; i++ ) |
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{ |
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const char *pSound = m_soundscapeSounds[soundscapeIndex][i]; |
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if ( Q_stristr( pSound, ".wav" ) ) |
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{ |
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CBaseEntity::PrecacheSound( pSound ); |
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} |
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else |
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{ |
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// recurse into new soundscape |
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PrecacheSounds( GetSoundscapeIndex( pSound ) ); |
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} |
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} |
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}
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