//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #ifndef ISOUNDEMITTERSYSTEMBASE_H #define ISOUNDEMITTERSYSTEMBASE_H #ifdef _WIN32 #pragma once #endif #include "tier1/utldict.h" #include "vstdlib/random.h" #include "soundflags.h" #include "mathlib/compressed_vector.h" #include "appframework/IAppSystem.h" #define SOUNDEMITTERSYSTEM_INTERFACE_VERSION "VSoundEmitter002" #define SOUNDGENDER_MACRO "$gender" #define SOUNDGENDER_MACRO_LENGTH 7 // Length of above including $ typedef short HSOUNDSCRIPTHANDLE; #define SOUNDEMITTER_INVALID_HANDLE (HSOUNDSCRIPTHANDLE)-1 class IFileList; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- struct CSoundParameters { CSoundParameters() { channel = CHAN_AUTO; // 0 volume = VOL_NORM; // 1.0f pitch = PITCH_NORM; // 100 pitchlow = PITCH_NORM; pitchhigh = PITCH_NORM; soundlevel = SNDLVL_NORM; // 75dB soundname[ 0 ] = 0; play_to_owner_only = false; count = 0; delay_msec = 0; } int channel; float volume; int pitch; int pitchlow, pitchhigh; soundlevel_t soundlevel; // For weapon sounds... bool play_to_owner_only; int count; char soundname[ 128 ]; int delay_msec; }; // A bit of a hack, but these are just utility function which are implemented in the SouneParametersInternal.cpp file which all users of this lib also compile const char *SoundLevelToString( soundlevel_t level ); const char *ChannelToString( int channel ); const char *VolumeToString( float volume ); const char *PitchToString( float pitch ); soundlevel_t TextToSoundLevel( const char *key ); int TextToChannel( const char *name ); enum gender_t { GENDER_NONE = 0, GENDER_MALE, GENDER_FEMALE, }; #pragma pack(1) struct SoundFile { SoundFile() { symbol = UTL_INVAL_SYMBOL; gender = GENDER_NONE; available = true; COMPILE_TIME_ASSERT( sizeof(SoundFile) == 4 ); } CUtlSymbol symbol; byte gender; byte available; }; #pragma pack() #pragma pack(1) template struct sound_interval_t { T start; T range; interval_t &ToInterval( interval_t &dest ) const { dest.start = start; dest.range = range; return dest; } void FromInterval( const interval_t &from ) { start = from.start; range = from.range; } float Random() const { return RandomFloat( start, start + range ); } }; #pragma pack() typedef sound_interval_t volume_interval_t; typedef sound_interval_t soundlevel_interval_t; typedef sound_interval_t pitch_interval_t; #pragma pack(1) struct CSoundParametersInternal { CSoundParametersInternal(); ~CSoundParametersInternal(); void CopyFrom( const CSoundParametersInternal& src ); bool operator == ( const CSoundParametersInternal& other ) const; const char *VolumeToString( void ) const; const char *ChannelToString( void ) const; const char *SoundLevelToString( void ) const; const char *PitchToString( void ) const; void VolumeFromString( const char *sz ); void ChannelFromString( const char *sz ); void PitchFromString( const char *sz ); void SoundLevelFromString( const char *sz ); int GetChannel() const { return channel; } const volume_interval_t &GetVolume() const { return volume; } const pitch_interval_t &GetPitch() const { return pitch; } const soundlevel_interval_t &GetSoundLevel() const { return soundlevel; } int GetDelayMsec() const { return delay_msec; } bool OnlyPlayToOwner() const { return play_to_owner_only; } bool HadMissingWaveFiles() const { return had_missing_wave_files; } bool UsesGenderToken() const { return uses_gender_token; } bool ShouldPreload() const { return m_bShouldPreload; } void SetChannel( int newChannel ) { channel = newChannel; } void SetVolume( float start, float range = 0.0 ) { volume.start = start; volume.range = range; } void SetPitch( float start, float range = 0.0 ) { pitch.start = start; pitch.range = range; } void SetSoundLevel( float start, float range = 0.0 ) { soundlevel.start = start; soundlevel.range = range; } void SetDelayMsec( int delay ) { delay_msec = delay; } void SetShouldPreload( bool bShouldPreload ) { m_bShouldPreload = bShouldPreload; } void SetOnlyPlayToOwner( bool b ) { play_to_owner_only = b; } void SetHadMissingWaveFiles( bool b ) { had_missing_wave_files = b; } void SetUsesGenderToken( bool b ) { uses_gender_token = b; } void AddSoundName( const SoundFile &soundFile ) { AddToTail( &m_pSoundNames, &m_nSoundNames, soundFile ); } int NumSoundNames() const { return m_nSoundNames; } SoundFile * GetSoundNames() { return ( m_nSoundNames == 1 ) ? (SoundFile *)&m_pSoundNames : m_pSoundNames; } const SoundFile *GetSoundNames() const { return ( m_nSoundNames == 1 ) ? (SoundFile *)&m_pSoundNames : m_pSoundNames; } void AddConvertedName( const SoundFile &soundFile ) { AddToTail( &m_pConvertedNames, &m_nConvertedNames, soundFile ); } int NumConvertedNames() const { return m_nConvertedNames; } SoundFile * GetConvertedNames() { return ( m_nConvertedNames == 1 ) ? (SoundFile *)&m_pConvertedNames : m_pConvertedNames; } const SoundFile *GetConvertedNames() const { return ( m_nConvertedNames == 1 ) ? (SoundFile *)&m_pConvertedNames : m_pConvertedNames; } private: void operator=( const CSoundParametersInternal& src ); // disallow implicit copies CSoundParametersInternal( const CSoundParametersInternal& src ); void AddToTail( SoundFile **pDest, uint16 *pDestCount, const SoundFile &source ); SoundFile * m_pSoundNames; // 4 SoundFile * m_pConvertedNames; // 8 uint16 m_nSoundNames; // 10 uint16 m_nConvertedNames; // 12 volume_interval_t volume; // 16 soundlevel_interval_t soundlevel; // 20 pitch_interval_t pitch; // 22 uint16 channel; // 24 uint16 delay_msec; // 26 bool play_to_owner_only:1; // For weapon sounds... // 27 // Internal use, for warning about missing .wav files bool had_missing_wave_files:1; bool uses_gender_token:1; bool m_bShouldPreload:1; byte reserved; // 28 }; #pragma pack() //----------------------------------------------------------------------------- // Purpose: Base class for sound emitter system handling (can be used by tools) //----------------------------------------------------------------------------- abstract_class ISoundEmitterSystemBase : public IAppSystem { public: // Init, shutdown called after we know what mod is running virtual bool ModInit() = 0; virtual void ModShutdown() = 0; virtual int GetSoundIndex( const char *pName ) const = 0; virtual bool IsValidIndex( int index ) = 0; virtual int GetSoundCount( void ) = 0; virtual const char *GetSoundName( int index ) = 0; virtual bool GetParametersForSound( const char *soundname, CSoundParameters& params, gender_t gender, bool isbeingemitted = false ) = 0; virtual const char *GetWaveName( CUtlSymbol& sym ) = 0; virtual CUtlSymbol AddWaveName( const char *name ) = 0; virtual soundlevel_t LookupSoundLevel( const char *soundname ) = 0; virtual const char *GetWavFileForSound( const char *soundname, char const *actormodel ) = 0; virtual const char *GetWavFileForSound( const char *soundname, gender_t gender ) = 0; virtual int CheckForMissingWavFiles( bool verbose ) = 0; virtual const char *GetSourceFileForSound( int index ) const = 0; // Iteration methods virtual int First() const = 0; virtual int Next( int i ) const = 0; virtual int InvalidIndex() const = 0; virtual CSoundParametersInternal *InternalGetParametersForSound( int index ) = 0; // The host application is responsible for dealing with dirty sound scripts, etc. virtual bool AddSound( const char *soundname, const char *scriptfile, const CSoundParametersInternal& params ) = 0; virtual void RemoveSound( const char *soundname ) = 0; virtual void MoveSound( const char *soundname, const char *newscript ) = 0; virtual void RenameSound( const char *soundname, const char *newname ) = 0; virtual void UpdateSoundParameters( const char *soundname, const CSoundParametersInternal& params ) = 0; virtual int GetNumSoundScripts() const = 0; virtual char const *GetSoundScriptName( int index ) const = 0; virtual bool IsSoundScriptDirty( int index ) const = 0; virtual int FindSoundScript( const char *name ) const = 0; virtual void SaveChangesToSoundScript( int scriptindex ) = 0; virtual void ExpandSoundNameMacros( CSoundParametersInternal& params, char const *wavename ) = 0; virtual gender_t GetActorGender( char const *actormodel ) = 0; virtual void GenderExpandString( char const *actormodel, char const *in, char *out, int maxlen ) = 0; virtual void GenderExpandString( gender_t gender, char const *in, char *out, int maxlen ) = 0; virtual bool IsUsingGenderToken( char const *soundname ) = 0; // For blowing away caches based on filetimstamps of the manifest, or of any of the // .txt files that are read into the sound emitter system virtual unsigned int GetManifestFileTimeChecksum() = 0; // Called from both client and server (single player) or just one (server only in dedicated server and client only if connected to a remote server) // Called by LevelInitPreEntity to override sound scripts for the mod with level specific overrides based on custom mapnames, etc. virtual void AddSoundOverrides( char const *scriptfile, bool bPreload = false ) = 0; // Called by either client or server in LevelShutdown to clear out custom overrides virtual void ClearSoundOverrides() = 0; virtual bool GetParametersForSoundEx( const char *soundname, HSOUNDSCRIPTHANDLE& handle, CSoundParameters& params, gender_t gender, bool isbeingemitted = false ) = 0; virtual soundlevel_t LookupSoundLevelByHandle( char const *soundname, HSOUNDSCRIPTHANDLE& handle ) = 0; virtual void ReloadSoundEntriesInList( IFileList *pFilesToReload ) = 0; // Called by either client or server to force ModShutdown and ModInit virtual void Flush() = 0; }; #endif // ISOUNDEMITTERSYSTEMBASE_H