hl2_src-leak-2017/src/game/server/soundscape_system.h

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SOUNDSCAPE_SYSTEM_H
#define SOUNDSCAPE_SYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "stringregistry.h"
#include "tier1/utlstring.h"
class CEnvSoundscape;
struct clusterSoundscapeList_t
{
unsigned short soundscapeCount;
unsigned short firstSoundscape;
};
class CSoundscapeSystem : public CAutoGameSystemPerFrame
{
public:
CSoundscapeSystem( char const *name ) : CAutoGameSystemPerFrame( name )
{
}
// game system
virtual bool Init( void );
virtual void Shutdown( void );
virtual void FrameUpdatePostEntityThink( void );
virtual void LevelInitPreEntity( void );
virtual void LevelInitPostEntity();
virtual void AddSoundscapeFile( const char *filename );
int GetSoundscapeIndex( const char *pName );
bool IsValidIndex( int index );
void FlushSoundscapes( void );
void AddSoundscapeEntity( CEnvSoundscape *pSoundscape );
void RemoveSoundscapeEntity( CEnvSoundscape *pSoundscape );
void PrintDebugInfo( void );
void AddSoundscapeSounds( KeyValues *pSoundscape, int soundscapeIndex );
void PrecacheSounds( int soundscapeIndex );
private:
CStringRegistry m_soundscapes;
int m_soundscapeCount;
CUtlVector< CEnvSoundscape * > m_soundscapeEntities;
CUtlVector<clusterSoundscapeList_t> m_soundscapesInCluster;
CUtlVector<unsigned short> m_soundscapeIndexList;
int m_activeIndex;
CUtlVector< CUtlVector< CUtlString > > m_soundscapeSounds;
};
extern CSoundscapeSystem g_SoundscapeSystem;
#endif // SOUNDSCAPE_SYSTEM_H