//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Soundscapes.txt resource file processor // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include #include "engine/IEngineSound.h" #include "filesystem.h" #include "SoundEmitterSystem/isoundemittersystembase.h" #include "soundchars.h" #include "view.h" #include "engine/ivdebugoverlay.h" #include "tier0/icommandline.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Only allow recursive references to be 8 levels deep. // This test will flag any circular references and bail. #define MAX_SOUNDSCAPE_RECURSION 8 const float DEFAULT_SOUND_RADIUS = 36.0f; // Keep an array of all looping sounds so they can be faded in/out // OPTIMIZE: Get a handle/pointer to the engine's sound channel instead // of searching each frame! struct loopingsound_t { Vector position; // position (if !isAmbient) const char *pWaveName; // name of the wave file float volumeTarget; // target volume level (fading towards this) float volumeCurrent; // current volume level soundlevel_t soundlevel; // sound level (if !isAmbient) int pitch; // pitch shift int id; // Used to fade out sounds that don't belong to the most current setting bool isAmbient; // Ambient sounds have no spatialization - they play from everywhere }; ConVar soundscape_fadetime( "soundscape_fadetime", "3.0", FCVAR_CHEAT, "Time to crossfade sound effects between soundscapes" ); #include "interval.h" struct randomsound_t { Vector position; float nextPlayTime; // time to play a sound from the set interval_t time; interval_t volume; interval_t pitch; interval_t soundlevel; float masterVolume; int waveCount; bool isAmbient; bool isRandom; KeyValues *pWaves; void Init() { memset( this, 0, sizeof(*this) ); } }; struct subsoundscapeparams_t { int recurseLevel; // test for infinite loops in the script / circular refs float masterVolume; int startingPosition; int positionOverride; // forces all sounds to this position int ambientPositionOverride; // forces all ambient sounds to this position bool allowDSP; bool wroteSoundMixer; bool wroteDSPVolume; }; class C_SoundscapeSystem : public CBaseGameSystemPerFrame { public: virtual char const *Name() { return "C_SoundScapeSystem"; } C_SoundscapeSystem() { m_nRestoreFrame = -1; } ~C_SoundscapeSystem() {} void OnStopAllSounds() { m_params.ent.Set( NULL ); m_params.soundscapeIndex = -1; m_loopingSounds.Purge(); m_randomSounds.Purge(); } // IClientSystem hooks, not needed virtual void LevelInitPreEntity() { Shutdown(); Init(); TouchSoundFiles(); } virtual void LevelInitPostEntity() { if ( !m_pSoundMixerVar ) { m_pSoundMixerVar = (ConVar *)cvar->FindVar( "snd_soundmixer" ); } if ( !m_pDSPVolumeVar ) { m_pDSPVolumeVar = (ConVar *)cvar->FindVar( "dsp_volume" ); } } // The level is shutdown in two parts virtual void LevelShutdownPreEntity() {} // Entities are deleted / released here... virtual void LevelShutdownPostEntity() { OnStopAllSounds(); } virtual void OnSave() {} virtual void OnRestore() { m_nRestoreFrame = gpGlobals->framecount; } virtual void SafeRemoveIfDesired() {} // Called before rendering virtual void PreRender() { } // Called after rendering virtual void PostRender() { } // IClientSystem hooks used virtual bool Init(); virtual void Shutdown(); // Gets called each frame virtual void Update( float frametime ); void PrintDebugInfo() { Msg( "\n------- CLIENT SOUNDSCAPES -------\n" ); for ( int i=0; i < m_soundscapes.Count(); i++ ) { Msg( "- %d: %s\n", i, m_soundscapes[i]->GetName() ); } if ( m_forcedSoundscapeIndex >= 0 ) { Msg( "- PLAYING DEBUG SOUNDSCAPE: %d [%s]\n", m_forcedSoundscapeIndex, SoundscapeNameByIndex(m_forcedSoundscapeIndex) ); } Msg( "- CURRENT SOUNDSCAPE: %d [%s]\n", m_params.soundscapeIndex.Get(), SoundscapeNameByIndex(m_params.soundscapeIndex) ); Msg( "----------------------------------\n\n" ); } // local functions void UpdateAudioParams( audioparams_t &audio ); void GetAudioParams( audioparams_t &out ) const { out = m_params; } int GetCurrentSoundscape() { if ( m_forcedSoundscapeIndex >= 0 ) return m_forcedSoundscapeIndex; return m_params.soundscapeIndex; } void DevReportSoundscapeName( int index ); void UpdateLoopingSounds( float frametime ); int AddLoopingAmbient( const char *pSoundName, float volume, int pitch ); void UpdateLoopingSound( loopingsound_t &loopSound ); void StopLoopingSound( loopingsound_t &loopSound ); int AddLoopingSound( const char *pSoundName, bool isAmbient, float volume, soundlevel_t soundLevel, int pitch, const Vector &position ); int AddRandomSound( const randomsound_t &sound ); void PlayRandomSound( randomsound_t &sound ); void UpdateRandomSounds( float gameClock ); Vector GenerateRandomSoundPosition(); void ForceSoundscape( const char *pSoundscapeName, float radius ); int FindSoundscapeByName( const char *pSoundscapeName ); const char *SoundscapeNameByIndex( int index ); KeyValues *SoundscapeByIndex( int index ); // main-level soundscape processing, called on new soundscape void StartNewSoundscape( KeyValues *pSoundscape ); void StartSubSoundscape( KeyValues *pSoundscape, subsoundscapeparams_t ¶ms ); // root level soundscape keys // add a process for each new command here // "dsp" void ProcessDSP( KeyValues *pDSP ); // "dsp_player" void ProcessDSPPlayer( KeyValues *pDSPPlayer ); // "playlooping" void ProcessPlayLooping( KeyValues *pPlayLooping, const subsoundscapeparams_t ¶ms ); // "playrandom" void ProcessPlayRandom( KeyValues *pPlayRandom, const subsoundscapeparams_t ¶ms ); // "playsoundscape" void ProcessPlaySoundscape( KeyValues *pPlaySoundscape, subsoundscapeparams_t ¶ms ); // "soundmixer" void ProcessSoundMixer( KeyValues *pSoundMixer, subsoundscapeparams_t ¶ms ); // "dsp_volume" void ProcessDSPVolume( KeyValues *pKey, subsoundscapeparams_t ¶ms ); private: bool IsBeingRestored() const { return gpGlobals->framecount == m_nRestoreFrame ? true : false; } void AddSoundScapeFile( const char *filename ); void TouchPlayLooping( KeyValues *pAmbient ); void TouchPlayRandom( KeyValues *pPlayRandom ); void TouchWaveFiles( KeyValues *pSoundScape ); void TouchSoundFile( char const *wavefile ); void TouchSoundFiles(); int m_nRestoreFrame; CUtlVector< KeyValues * > m_SoundscapeScripts; // The whole script file in memory CUtlVector m_soundscapes; // Lookup by index of each root section audioparams_t m_params; // current player audio params CUtlVector m_loopingSounds; // list of currently playing sounds CUtlVector m_randomSounds; // list of random sound commands float m_nextRandomTime; // next time to play a random sound int m_loopingSoundId; // marks when the sound was issued int m_forcedSoundscapeIndex;// >= 0 if this a "forced" soundscape? i.e. debug mode? float m_forcedSoundscapeRadius;// distance to spatialized sounds static ConVar *m_pDSPVolumeVar; static ConVar *m_pSoundMixerVar; }; // singleton system C_SoundscapeSystem g_SoundscapeSystem; ConVar *C_SoundscapeSystem::m_pDSPVolumeVar = NULL; ConVar *C_SoundscapeSystem::m_pSoundMixerVar = NULL; IGameSystem *ClientSoundscapeSystem() { return &g_SoundscapeSystem; } void Soundscape_OnStopAllSounds() { g_SoundscapeSystem.OnStopAllSounds(); } // player got a network update void Soundscape_Update( audioparams_t &audio ) { g_SoundscapeSystem.UpdateAudioParams( audio ); } #define SOUNDSCAPE_MANIFEST_FILE "scripts/soundscapes_manifest.txt" void C_SoundscapeSystem::AddSoundScapeFile( const char *filename ) { KeyValues *script = new KeyValues( filename ); #ifndef _XBOX if ( script->LoadFromFile( filesystem, filename ) ) #else if ( filesystem->LoadKeyValues( *script, IFileSystem::TYPE_SOUNDSCAPE, filename, "GAME" ) ) #endif { // parse out all of the top level sections and save their names KeyValues *pKeys = script; while ( pKeys ) { // save pointers to all sections in the root // each one is a soundscape if ( pKeys->GetFirstSubKey() ) { m_soundscapes.AddToTail( pKeys ); } pKeys = pKeys->GetNextKey(); } // Keep pointer around so we can delete it at exit m_SoundscapeScripts.AddToTail( script ); } else { script->deleteThis(); } } // parse the script file, setup index table bool C_SoundscapeSystem::Init() { m_loopingSoundId = 0; const char *mapname = MapName(); const char *mapSoundscapeFilename = NULL; if ( mapname && *mapname ) { mapSoundscapeFilename = VarArgs( "scripts/soundscapes_%s.txt", mapname ); } KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE ); if ( filesystem->LoadKeyValues( *manifest, IFileSystem::TYPE_SOUNDSCAPE, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) ) { for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) { if ( !Q_stricmp( sub->GetName(), "file" ) ) { // Add AddSoundScapeFile( sub->GetString() ); if ( mapSoundscapeFilename && FStrEq( sub->GetString(), mapSoundscapeFilename ) ) { mapSoundscapeFilename = NULL; // we've already loaded the map's soundscape } continue; } Warning( "C_SoundscapeSystem::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n", SOUNDSCAPE_MANIFEST_FILE, sub->GetName() ); } if ( mapSoundscapeFilename && filesystem->FileExists( mapSoundscapeFilename ) ) { AddSoundScapeFile( mapSoundscapeFilename ); } } else { Error( "Unable to load manifest file '%s'\n", SOUNDSCAPE_MANIFEST_FILE ); } manifest->deleteThis(); return true; } int C_SoundscapeSystem::FindSoundscapeByName( const char *pSoundscapeName ) { // UNDONE: Bad perf, linear search! for ( int i = m_soundscapes.Count()-1; i >= 0; --i ) { if ( !Q_stricmp( m_soundscapes[i]->GetName(), pSoundscapeName ) ) return i; } return -1; } KeyValues *C_SoundscapeSystem::SoundscapeByIndex( int index ) { if ( m_soundscapes.IsValidIndex(index) ) return m_soundscapes[index]; return NULL; } const char *C_SoundscapeSystem::SoundscapeNameByIndex( int index ) { if ( index < m_soundscapes.Count() ) { return m_soundscapes[index]->GetName(); } return NULL; } void C_SoundscapeSystem::Shutdown() { for ( int i = m_loopingSounds.Count() - 1; i >= 0; --i ) { loopingsound_t &sound = m_loopingSounds[i]; // sound is done, remove from list. StopLoopingSound( sound ); } // These are only necessary so we can use shutdown/init calls // to flush soundscape data m_loopingSounds.RemoveAll(); m_randomSounds.RemoveAll(); m_soundscapes.RemoveAll(); m_params.ent.Set( NULL ); m_params.soundscapeIndex = -1; while ( m_SoundscapeScripts.Count() > 0 ) { KeyValues *kv = m_SoundscapeScripts[ 0 ]; m_SoundscapeScripts.Remove( 0 ); kv->deleteThis(); } } // NOTE: This will not flush the server side so you cannot add or remove // soundscapes from the list, only change their parameters!!!! CON_COMMAND_F(cl_soundscape_flush, "Flushes the client side soundscapes", FCVAR_SERVER_CAN_EXECUTE|FCVAR_CHEAT) { // save the current soundscape audioparams_t tmp; g_SoundscapeSystem.GetAudioParams( tmp ); // kill the system g_SoundscapeSystem.Shutdown(); // restart the system g_SoundscapeSystem.Init(); // reload the soundscape params from the temp copy Soundscape_Update( tmp ); } static int SoundscapeCompletion( const char *partial, char commands[ COMMAND_COMPLETION_MAXITEMS ][ COMMAND_COMPLETION_ITEM_LENGTH ] ) { int current = 0; const char *cmdname = "playsoundscape"; char *substring = NULL; int substringLen = 0; if ( Q_strstr( partial, cmdname ) && strlen(partial) > strlen(cmdname) + 1 ) { substring = (char *)partial + strlen( cmdname ) + 1; substringLen = strlen(substring); } int i = 0; const char *pSoundscapeName = g_SoundscapeSystem.SoundscapeNameByIndex( i ); while ( pSoundscapeName && current < COMMAND_COMPLETION_MAXITEMS ) { if ( !substring || !Q_strncasecmp( pSoundscapeName, substring, substringLen ) ) { Q_snprintf( commands[ current ], sizeof( commands[ current ] ), "%s %s", cmdname, pSoundscapeName ); current++; } i++; pSoundscapeName = g_SoundscapeSystem.SoundscapeNameByIndex( i ); } return current; } CON_COMMAND_F_COMPLETION( playsoundscape, "Forces a soundscape to play", FCVAR_CHEAT, SoundscapeCompletion ) { if ( args.ArgC() < 2 ) { g_SoundscapeSystem.DevReportSoundscapeName( g_SoundscapeSystem.GetCurrentSoundscape() ); return; } const char *pSoundscapeName = args[1]; float radius = args.ArgC() > 2 ? atof( args[2] ) : DEFAULT_SOUND_RADIUS; g_SoundscapeSystem.ForceSoundscape( pSoundscapeName, radius ); } CON_COMMAND_F( stopsoundscape, "Stops all soundscape processing and fades current looping sounds", FCVAR_CHEAT ) { g_SoundscapeSystem.StartNewSoundscape( NULL ); } void C_SoundscapeSystem::ForceSoundscape( const char *pSoundscapeName, float radius ) { int index = g_SoundscapeSystem.FindSoundscapeByName( pSoundscapeName ); if ( index >= 0 ) { m_forcedSoundscapeIndex = index; m_forcedSoundscapeRadius = radius; g_SoundscapeSystem.StartNewSoundscape( SoundscapeByIndex(index) ); } else { DevWarning("Can't find soundscape %s\n", pSoundscapeName ); } } void C_SoundscapeSystem::DevReportSoundscapeName( int index ) { const char *pName = "none"; if ( index >= 0 && index < m_soundscapes.Count() ) { pName = m_soundscapes[index]->GetName(); } DevMsg( 1, "Soundscape: %s\n", pName ); } // This makes all currently playing loops fade toward their target volume void C_SoundscapeSystem::UpdateLoopingSounds( float frametime ) { float period = soundscape_fadetime.GetFloat(); float amount = frametime; if ( period > 0 ) { amount *= 1.0 / period; } int fadeCount = m_loopingSounds.Count(); while ( fadeCount > 0 ) { fadeCount--; loopingsound_t &sound = m_loopingSounds[fadeCount]; if ( sound.volumeCurrent != sound.volumeTarget ) { sound.volumeCurrent = Approach( sound.volumeTarget, sound.volumeCurrent, amount ); if ( sound.volumeTarget == 0 && sound.volumeCurrent == 0 ) { // sound is done, remove from list. StopLoopingSound( sound ); m_loopingSounds.FastRemove( fadeCount ); } else { // tell the engine about the new volume UpdateLoopingSound( sound ); } } } } void C_SoundscapeSystem::Update( float frametime ) { if ( m_forcedSoundscapeIndex >= 0 ) { // generate fake positional sources C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer ) { Vector origin, forward, right; pPlayer->EyePositionAndVectors( &origin, &forward, &right, NULL ); // put the sound origins at the corners of a box around the player m_params.localSound.Set( 0, origin + m_forcedSoundscapeRadius * (forward-right) ); m_params.localSound.Set( 1, origin + m_forcedSoundscapeRadius * (forward+right) ); m_params.localSound.Set( 2, origin + m_forcedSoundscapeRadius * (-forward-right) ); m_params.localSound.Set( 3, origin + m_forcedSoundscapeRadius * (-forward+right) ); m_params.localBits = 0x0007; } } // fade out the old sounds over soundscape_fadetime seconds UpdateLoopingSounds( frametime ); UpdateRandomSounds( gpGlobals->curtime ); } void C_SoundscapeSystem::UpdateAudioParams( audioparams_t &audio ) { if ( m_params.soundscapeIndex == audio.soundscapeIndex && m_params.ent.Get() == audio.ent.Get() ) return; m_params = audio; m_forcedSoundscapeIndex = -1; if ( audio.ent.Get() && audio.soundscapeIndex >= 0 && audio.soundscapeIndex < m_soundscapes.Count() ) { DevReportSoundscapeName( audio.soundscapeIndex ); StartNewSoundscape( m_soundscapes[audio.soundscapeIndex] ); } else { // bad index (and the soundscape file actually existed...) if ( audio.ent.Get() != 0 && audio.soundscapeIndex != -1 ) { DevMsg(1, "Error: Bad soundscape!\n"); } } } // Called when a soundscape is activated (leading edge of becoming the active soundscape) void C_SoundscapeSystem::StartNewSoundscape( KeyValues *pSoundscape ) { int i; // Reset the system // fade out the current loops for ( i = m_loopingSounds.Count()-1; i >= 0; --i ) { m_loopingSounds[i].volumeTarget = 0; if ( !pSoundscape ) { // if we're cancelling the soundscape, stop the sound immediately m_loopingSounds[i].volumeCurrent = 0; } } // update ID m_loopingSoundId++; // 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<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< 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 ); } else { C_BaseEntity::StopSound( SOUND_FROM_WORLD, CHAN_STATIC, loopSound.pWaveName ); } } // 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 ); } } // 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(); }