//========= 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 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