Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SOUNDSCAPE_H
#define SOUNDSCAPE_H
#ifdef _WIN32
#pragma once
#endif
class CEnvSoundscape;
struct ss_update_t
{
CBasePlayer *pPlayer;
CEnvSoundscape *pCurrentSoundscape;
Vector playerPosition;
float currentDistance;
int traceCount;
bool bInRange;
};
class CEnvSoundscape : public CPointEntity
{
public:
DECLARE_CLASS( CEnvSoundscape, CPointEntity );
DECLARE_DATADESC();
CEnvSoundscape();
~CEnvSoundscape();
bool KeyValue( const char *szKeyName, const char *szValue );
void Spawn( void );
void Precache( void );
void UpdateForPlayer( ss_update_t &update );
void WriteAudioParamsTo( audioparams_t &audio );
virtual int UpdateTransmitState();
bool InRangeOfPlayer( CBasePlayer *pPlayer );
void DrawDebugGeometryOverlays( void );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputToggleEnabled( inputdata_t &inputdata );
string_t GetSoundscapeName() const {return m_soundscapeName;}
private:
bool IsEnabled( void ) const;
void Disable( void );
void Enable( void );
public:
COutputEvent m_OnPlay;
float m_flRadius;
string_t m_soundscapeName;
int m_soundscapeIndex;
int m_soundscapeEntityId;
string_t m_positionNames[NUM_AUDIO_LOCAL_SOUNDS];
// If this is set, then this soundscape ignores all its parameters and uses
// those of this soundscape.
CHandle<CEnvSoundscape> m_hProxySoundscape;
private:
bool m_bDisabled;
};
class CEnvSoundscapeProxy : public CEnvSoundscape
{
public:
DECLARE_CLASS( CEnvSoundscapeProxy, CEnvSoundscape );
DECLARE_DATADESC();
CEnvSoundscapeProxy();
virtual void Activate();
// Here just to stop it falling back to CEnvSoundscape's, and
// printing bogus errors about missing soundscapes.
virtual void Precache() { return; }
private:
string_t m_MainSoundscapeName;
};
class CEnvSoundscapeTriggerable : public CEnvSoundscape
{
friend class CTriggerSoundscape;
public:
DECLARE_CLASS( CEnvSoundscapeTriggerable, CEnvSoundscape );
DECLARE_DATADESC();
CEnvSoundscapeTriggerable();
// Overrides the base class's think and prevents it from running at all.
virtual void Think();
private:
// Passed through from CTriggerSoundscape.
void DelegateStartTouch( CBaseEntity *pEnt );
void DelegateEndTouch( CBaseEntity *pEnt );
};
#endif // SOUNDSCAPE_H