Removed debug test commands from previous commit, added ambientsounds module, removed old, and removed some unused translations phrases.

This commit is contained in:
Greyscale
2009-04-17 01:09:52 +02:00
parent ee9d3a9f39
commit d5e29b883c
16 changed files with 1103 additions and 926 deletions

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@ -0,0 +1,214 @@
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: ambientsounds.inc
* Description: Plays ambient sounds to clients.
*
* ============================================================================
*/
/**
* Global variable that tells if ambient sound cvar data was loaded successfully.
*/
new bool:g_bAmbientSounds;
/**
* Global variable to store ambient sounds timer handle.
*/
new Handle:tAmbientSounds = INVALID_HANDLE;
/**
* Array for flagging client to play sound.
*/
new bool:bAmbientSoundsIsPlaying[MAXPLAYERS + 1];
/**
* Load ambient sound data.
*/
AmbientSoundsLoad()
{
// Validate cvars.
g_bAmbientSounds = AmbientSoundsValidateConfig();
}
/**
* Client is joining the server.
*
* @param client The client index.
*/
AmbientSoundsClientInit(client)
{
// Reset flag to play sound on client.
bAmbientSoundsIsPlaying[client] = false;
}
/**
* Validate ambient sounds cvars.
*/
bool:AmbientSoundsValidateConfig()
{
// If ambience is disabled, then stop.
new bool:ambience = GetConVarBool(gCvars[CVAR_AMBIENTSOUNDS]);
if (!ambience)
{
return false;
}
// If logging is disabled for ambient sounds, then stop.
if (!LogFlagCheck(LOG_CORE_EVENTS, LOG_MODULE_AMBIENTSOUNDS))
{
return false;
}
// Get ambient sound file.
decl String:sound[SOUND_MAX_PATH];
GetConVarString(gCvars[CVAR_AMBIENTSOUNDS_FILE], sound, sizeof(sound));
Format(sound, sizeof(sound), "sound/%s", sound);
// If file doesn't exist, then log error and stop.
if (!FileExists(sound, true))
{
// Log invalid sound file error.
ZR_LogMessageFormatted(-1, "Ambient Sounds", "Config Validation", "Invalid sound file specified in zr_ambientsounds_file.", LOG_FORMAT_TYPE_ERROR);
return false;
}
// If volume is muted or invalid, then log error and stop.
new Float:ambientvolume = GetConVarFloat(gCvars[CVAR_AMBIENTSOUNDS_VOLUME]);
if (ambientvolume <= 0.0)
{
// Log invalid ambient sound volume error.
ZR_LogMessageFormatted(-1, "Ambient Sounds", "Config Validation", "Ambient sound is either muted or invalid.", LOG_FORMAT_TYPE_ERROR);
return false;
}
// If length is invalid, then log error and stop.
new Float:ambientlength = GetConVarFloat(gCvars[CVAR_AMBIENTSOUNDS_LENGTH]);
if (ambientlength <= 0.0)
{
// Log invalid ambient sound length error.
ZR_LogMessageFormatted(-1, "Ambient Sounds", "Config Validation", "Ambient sound length is invalid.", LOG_FORMAT_TYPE_ERROR);
return false;
}
// Add sound file to downloads table.
AddFileToDownloadsTable(sound);
return true;
}
/**
* Map is starting.
*/
AmbientSoundsOnMapStart()
{
// Reset timer handle.
tAmbientSounds = INVALID_HANDLE;
}
/**
* The round is starting.
*/
AmbientSoundsOnRoundStart()
{
// Restart ambient sound for all clients.
AmbientSoundsRestart();
}
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
AmbientSoundsOnClientSpawn(client)
{
// If ambience is disabled, then stop.
if (!g_bAmbientSounds)
{
return;
}
// If flag is enabled, then stop.
if (bAmbientSoundsIsPlaying[client])
{
return;
}
// Get ambient sound file.
decl String:sound[SOUND_MAX_PATH];
GetConVarString(gCvars[CVAR_AMBIENTSOUNDS_FILE], sound, sizeof(sound));
// Get ambient sound volume.
new Float:ambientvolume = GetConVarFloat(gCvars[CVAR_AMBIENTSOUNDS_VOLUME]);
// Emit ambient sound.
SEffectsEmitAmbientSound(sound, ambientvolume, client);
}
/**
* Restart ambient sound for all clients.
*/
AmbientSoundsRestart()
{
// If timer is running, kill it.
if (tAmbientSounds != INVALID_HANDLE)
{
KillTimer(tAmbientSounds);
}
// If ambience is disabled, then stop.
if (!g_bAmbientSounds)
{
return;
}
// x = client index
for (new x = 1; x <= MaxClients; x++)
{
// If client isn't in-game, then stop.
if (!IsClientInGame(x))
{
continue;
}
bAmbientSoundsIsPlaying[x] = false;
}
// Get ambient sound length.
new Float:ambientlength = GetConVarFloat(gCvars[CVAR_AMBIENTSOUNDS_LENGTH]);
// Start ambient sounds timer.
tAmbientSounds = CreateTimer(ambientlength, AmbientSoundsTimer, _, TIMER_FLAG_NO_MAPCHANGE);
}
/**
* Timer callback, Replays ambient sound on all clients.
*
* @param timer The timer handle.
*/
public Action:AmbientSoundsTimer(Handle:timer)
{
// If ambience is disabled, then stop.
if (!g_bAmbientSounds)
{
return;
}
// Get ambient sound file.
decl String:sound[SOUND_MAX_PATH];
GetConVarString(gCvars[CVAR_AMBIENTSOUNDS_FILE], sound, sizeof(sound));
// Get ambient sound volume.
new Float:ambientvolume = GetConVarFloat(gCvars[CVAR_AMBIENTSOUNDS_VOLUME]);
// Emit ambient sound.
SEffectsEmitAmbientSound(sound, ambientvolume);
// Get ambient sound length.
new Float:ambientlength = GetConVarFloat(gCvars[CVAR_AMBIENTSOUNDS_LENGTH]);
// Start new timer with sound length as delay.
tAmbientSounds = CreateTimer(ambientlength, AmbientSoundsTimer, _, TIMER_FLAG_NO_MAPCHANGE);
}

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@ -19,22 +19,139 @@
*/
#define SOUND_AMBIENT_CHANNEL 8
#include "zr/soundeffects/ambientsounds"
#include "zr/soundeffects/zombiesounds"
/**
* Emits an ambient sound
* Load sound effects data.
*/
SEffectsEmitAmbientSound(const String:sound[], Float:soundvolume = 1.0)
SEffectsLoad()
{
// Load ambient sound cvars.
AmbientSoundsLoad();
}
/**
* Map is starting.
*/
SEffectsOnMapStart()
{
// Forward event to sub-modules.
AmbientSoundsOnMapStart();
}
/**
* Client is joining the server.
*
* @param client The client index.
*/
SEffectsClientInit(client)
{
// Forward event to sub-modules.
AmbientSoundsClientInit(client);
ZombieSoundsClientInit(client);
}
/**
* The round is starting.
*/
SEffectsOnRoundStart()
{
// Forward event to sub-modules.
AmbientSoundsOnRoundStart();
}
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
SEffectsOnClientSpawn(client)
{
// Forward event to sub-modules.
AmbientSoundsOnClientSpawn(client);
ZombieSoundsOnClientSpawn(client);
}
/**
* Client has been killed.
*
* @param client The client index.
*/
SEffectsOnClientDeath(client)
{
// Forward event to sub-modules.
ZombieSoundsOnClientDeath(client);
}
/**
* Client has been hurt.
*
* @param client The client index.
*/
SEffectsOnClientHurt(client)
{
// Forward event to sub-modules.
ZombieSoundsOnClientHurt(client);
}
/**
* Client has been infected.
*
* @param client The client index.
*/
SEffectsOnClientInfected(client)
{
// Forward event to sub-modules.
ZombieSoundsOnClientInfected(client);
}
/**
* Emits an ambient sound
*
* @param sound The path to the sound file (relative to sounds/)
* @param soundvolume The volume of the sound (0.0 - 1.0)
* @param client (Optional) Client index to play sound to.
*/
SEffectsEmitAmbientSound(const String:sound[], Float:ambientvolume = 1.0, client = -1)
{
// Precache sound before playing.
PrecacheSound(sound);
// Emit ambient sound.
EmitSoundToAll(sound, SOUND_FROM_PLAYER, SOUND_AMBIENT_CHANNEL, _, _, soundvolume);
// Stop sound before playing again.
SEffectsStopAmbientSound(sound);
if (ZRIsValidClient(client))
{
// Emit ambient sound.
EmitSoundToClient(client, sound, SOUND_FROM_PLAYER, SOUND_AMBIENT_CHANNEL, _, _, ambientvolume);
// Flag client that sound is playing.
bAmbientSoundsIsPlaying[client] = true;
}
else
{
for (new x = 1; x <= MaxClients; x++)
{
// If client isn't in-game, then stop.
if (!IsClientInGame(x))
{
continue;
}
// Emit ambient sound.
EmitSoundToClient(x, sound, SOUND_FROM_PLAYER, SOUND_AMBIENT_CHANNEL, _, _, ambientvolume);
// Flag client that sound is playing.
bAmbientSoundsIsPlaying[x] = true;
}
}
}
/**
* Stop an ambient sound
*
* @param sound The path to the sound file (relative to sounds/)
*/
SEffectsStopAmbientSound(const String:sound[])
{
@ -52,6 +169,12 @@ SEffectsStopAmbientSound(const String:sound[])
}
}
/**
* Replay an ambient sound
*
* @param sound The path to the sound file (relative to sounds/)
*/
/**
* Emits a sound from a client.
*

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@ -176,7 +176,8 @@ ZombieSoundsOnClientInfected(client)
/**
* Gets a random zombie sound from hl2 folder.
*
* @param sound The randomly picked moan sound.
* @param sound The randomly picked sound.
* @param soundtype The type of sound to get. (See enum ZombieSounds)
* @return True if sound was successfully picked, false otherwise.
*/
bool:ZombieSoundsGetRandomSound(String:sound[], ZombieSounds:soundtype)