//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include "movieobjects/dmesound.h" #include "datamodel/dmelementfactoryhelper.h" #include "movieobjects_interfaces.h" #include "tier2/tier2.h" #include "filesystem.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Expose this class to the scene database //----------------------------------------------------------------------------- IMPLEMENT_ELEMENT_FACTORY( DmeSound, CDmeSound ); //----------------------------------------------------------------------------- // Constructor, destructor //----------------------------------------------------------------------------- void CDmeSound::OnConstruction() { m_SoundName.Init( this, "soundname" ); m_GameSoundName.Init( this, "gameSoundName" ); } void CDmeSound::OnDestruction() { } //----------------------------------------------------------------------------- // For sounds that are relative paths (instead of GameSound names), get full path //----------------------------------------------------------------------------- bool CDmeSound::ComputeSoundFullPath( char *pBuf, int nBufLen ) { if ( !m_SoundName[0] ) { pBuf[0] = 0; return false; } // Compute the full path of the sound char pRelativePath[MAX_PATH]; Q_snprintf( pRelativePath, sizeof(pRelativePath), "sound\\%s", m_SoundName.Get() ); return g_pFullFileSystem->RelativePathToFullPath( pRelativePath, "GAME", pBuf, nBufLen ) != NULL; } //----------------------------------------------------------------------------- // Expose this class to the scene database //----------------------------------------------------------------------------- IMPLEMENT_ELEMENT_FACTORY( DmeGameSound, CDmeGameSound ); //----------------------------------------------------------------------------- // Constructor, destructor //----------------------------------------------------------------------------- void CDmeGameSound::OnConstruction() { m_Volume .Init( this, "volume" ); m_Level .Init( this, "level" ); m_Pitch .Init( this, "pitch" ); m_IsStatic .Init( this, "static" ); m_Channel .Init( this, "channel" ); m_Flags .Init( this, "flags" ); // m_Source .Init( this, "source" ); // m_FollowSource.Init( this, "followsource" ); m_Origin .Init( this, "origin" ); m_Direction .Init( this, "direction" ); } void CDmeGameSound::OnDestruction() { } CDmElement *CDmeGameSound::FindOrAddPhonemeExtractionSettings() { if ( HasAttribute( "PhonemeExtractionSettings" ) ) return GetValueElement< CDmElement >( "PhonemeExtractionSettings" ); CDmElement *settings = CreateElement< CDmElement >( "PhonemeExtractionSettings", GetFileId() ); if ( !settings ) return NULL; SetValue( "PhonemeExtractionSettings", settings ); return settings; }