//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef ENVMICROPHONE_H #define ENVMICROPHONE_H #ifdef _WIN32 #pragma once #endif class CBaseFilter; const int SF_MICROPHONE_SOUND_COMBAT = 0x01; const int SF_MICROPHONE_SOUND_WORLD = 0x02; const int SF_MICROPHONE_SOUND_PLAYER = 0x04; const int SF_MICROPHONE_SOUND_BULLET_IMPACT = 0x08; const int SF_MICROPHONE_SWALLOW_ROUTED_SOUNDS = 0x10; const int SF_MICROPHONE_SOUND_EXPLOSION = 0x20; const int SF_MICROPHONE_IGNORE_NONATTENUATED = 0x40; // Return codes from SoundPlayed enum MicrophoneResult_t { MicrophoneResult_Ok = 0, MicrophoneResult_Swallow, // The microphone swallowed the sound. Don't play it. MicrophoneResult_Remove, // The microphone should be removed from the list of microphones. }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CEnvMicrophone : public CPointEntity { DECLARE_CLASS( CEnvMicrophone, CPointEntity ); public: ~CEnvMicrophone(); void Spawn(void); void Activate(void); void OnRestore( void ); void ActivateSpeaker( void ); void Think(void); bool CanHearSound(CSound *pSound, float &flVolume); bool CanHearSound( int entindex, soundlevel_t soundlevel, float &flVolume, const Vector *pOrigin ); void SetSensitivity( float flSensitivity ); void SetSpeakerName( string_t iszSpeakerName ); void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); void InputSetSpeakerName( inputdata_t &inputdata ); DECLARE_DATADESC(); // Hook for the sound system to tell us when a sound's been played. Returns true if it's to swallow the passed in sound. static bool OnSoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel, float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins ); private: // Per-microphone notification that a sound has played. MicrophoneResult_t SoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel, float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins ); bool m_bDisabled; // If true, the microphone will not measure sound. EHANDLE m_hMeasureTarget; // Point at which to measure sound level. int m_nSoundMask; // Which sound types we are interested in. float m_flSensitivity; // 0 = deaf, 1 = default, 10 = maximum sensitivity float m_flSmoothFactor; // 0 = no smoothing of samples, 0.9 = maximum smoothing float m_flMaxRange; // Maximum sound hearing range, irrelevant of attenuation string_t m_iszSpeakerName; // Name of a speaker to output any heard sounds through EHANDLE m_hSpeaker; // Speaker to output any heard sounds through bool m_bAvoidFeedback; int m_iSpeakerDSPPreset; // Speaker DSP preset to use when this microphone is enabled string_t m_iszListenFilter; CHandle m_hListenFilter; COutputFloat m_SoundLevel; // Fired when the sampled volume level changes. COutputEvent m_OnRoutedSound; // Fired when a sound has been played through our speaker COutputEvent m_OnHeardSound; // Heard sound. char m_szLastSound[256]; }; #endif // ENVMICROPHONE_H