Added sound effects module, moved all moaning, groaning, and death sounds to zombie sounds sub-module, and made a basic sound API.

This commit is contained in:
Greyscale
2009-04-16 22:21:32 +02:00
parent 39ff709d7f
commit ee9d3a9f39
12 changed files with 460 additions and 156 deletions

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/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: soundeffects.inc
* Description: Basic sound-management API.
*
* ============================================================================
*/
/**
* Maximum sound path length.
*/
#define SOUND_MAX_PATH 128
/**
* Ambient sound channel.
*/
#define SOUND_AMBIENT_CHANNEL 8
#include "zr/soundeffects/zombiesounds"
/**
* Emits an ambient sound
*/
SEffectsEmitAmbientSound(const String:sound[], Float:soundvolume = 1.0)
{
// Precache sound before playing.
PrecacheSound(sound);
// Emit ambient sound.
EmitSoundToAll(sound, SOUND_FROM_PLAYER, SOUND_AMBIENT_CHANNEL, _, _, soundvolume);
}
/**
* Stop an ambient sound
*/
SEffectsStopAmbientSound(const String:sound[])
{
// x = client index.
for (new x = 1; x <= MaxClients; x++)
{
// If client isn't in-game, then stop.
if (!IsClientInGame(x))
{
continue;
}
// Stop ambient sound.
StopSound(x, SOUND_AMBIENT_CHANNEL, sound);
}
}
/**
* Emits a sound from a client.
*
* @param client The client index.
* @param sound The sound file relative to the sound/ directory.
* @param level The attenuation of the sound.
*/
SEffectsEmitSoundFromClient(client, const String:sound[], level = SNDLEVEL_NORMAL)
{
// Precache sound before playing.
PrecacheSound(sound);
// Emit sound from client.
EmitSoundToAll(sound, client, _, level);
}

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/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: zombiesounds.inc
* Description: Zombie sound effects.
*
* ============================================================================
*/
/**
* @section Defines for min/max moaning sound file index.
*/
#define SOUND_MOAN_PATH "npc/zombie/zombie_voice_idle%d.wav" // %d is sound file index
#define SOUND_MOAN_MIN 1
#define SOUND_MOAN_MAX 14
/**
* @endsection
*/
/**
* @section Defines for min/max groan sound file index.
*/
#define SOUND_GROAN_PATH "npc/zombie/zombie_pain%d.wav" // %d is sound file index
#define SOUND_GROAN_MIN 1
#define SOUND_GROAN_MAX 6
/**
* @endsection
*/
/**
* @section Defines for min/max death sound file index.
*/
#define SOUND_DEATH_PATH "npc/zombie/zombie_die%d.wav" // %d is sound file index
#define SOUND_DEATH_MIN 1
#define SOUND_DEATH_MAX 3
/**
* @endsection
*/
/**
* Zombie sound types
*/
enum ZombieSounds
{
Moan, /** Zombie's moan periodically */
Groan, /** When zombie is hurt */
Death, /** When a zombie is killed */
}
/**
* Array for storing zombie moaning timer handles per client.
*/
new Handle:tSEffectsMoan[MAXPLAYERS + 1];
/**
* Client is joining the server.
*
* @param client The client index.
*/
ZombieSoundsClientInit(client)
{
// Reset timer handle.
tSEffectsMoan[client] = INVALID_HANDLE;
}
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
ZombieSoundsOnClientSpawn(client)
{
// If timer is running, kill it.
if (tSEffectsMoan[client] != INVALID_HANDLE)
{
KillTimer(tSEffectsMoan[client]);
}
// Reset timer handle.
tSEffectsMoan[client] = INVALID_HANDLE;
}
/**
* Client has been killed.
*
* @param client The client index.
*/
ZombieSoundsOnClientDeath(client)
{
// If timer is running, kill it.
if (tSEffectsMoan[client] != INVALID_HANDLE)
{
KillTimer(tSEffectsMoan[client]);
}
// Reset timer handle.
tSEffectsMoan[client] = INVALID_HANDLE;
// If player isn't a zombie, then stop.
if (!IsPlayerZombie(client))
{
return;
}
// If death sound cvar is disabled, then stop.
new bool:death = GetConVarBool(gCvars[CVAR_SOUNDEFFECTS_DEATH]);
if (!death)
{
return;
}
// Get random death sound.
decl String:sound[SOUND_MAX_PATH];
ZombieSoundsGetRandomSound(sound, Death);
SEffectsEmitSoundFromClient(client, sound);
}
/**
* Client has been hurt.
*
* @param client The client index.
*/
ZombieSoundsOnClientHurt(client)
{
// If player isn't a zombie, then stop.
if (!IsPlayerZombie(client))
{
return;
}
// Get groan factor, if 0, then stop.
new groan = GetConVarInt(gCvars[CVAR_SOUNDEFFECTS_GROAN]);
if (!groan)
{
return;
}
// 1 in 'groan' chance of groaning.
if (GetRandomInt(1, groan) == 1)
{
// Get random groan sound.
decl String:sound[SOUND_MAX_PATH];
ZombieSoundsGetRandomSound(sound, Groan);
SEffectsEmitSoundFromClient(client, sound);
}
}
/**
* Client has been infected.
*
* @param client The client index.
*/
ZombieSoundsOnClientInfected(client)
{
// If interval is set to 0, then stop.
new Float:interval = GetConVarFloat(gCvars[CVAR_SOUNDEFFECTS_MOAN]);
if (!interval)
{
return;
}
// If timer is currently running, kill it.
if (tSEffectsMoan[client] != INVALID_HANDLE)
{
KillTimer(tSEffectsMoan[client]);
}
// Start repeating timer.
tSEffectsMoan[client] = CreateTimer(interval, ZombieSoundsMoanTimer, client, TIMER_FLAG_NO_MAPCHANGE|TIMER_REPEAT);
}
/**
* Gets a random zombie sound from hl2 folder.
*
* @param sound The randomly picked moan sound.
* @return True if sound was successfully picked, false otherwise.
*/
bool:ZombieSoundsGetRandomSound(String:sound[], ZombieSounds:soundtype)
{
new soundmin;
new soundmax;
decl String:soundpath[SOUND_MAX_PATH];
switch(soundtype)
{
// Find moan sound.
case Moan:
{
// Copy min and max
soundmin = SOUND_MOAN_MIN;
soundmax = SOUND_MOAN_MAX;
// Copy path
strcopy(soundpath, sizeof(soundpath), SOUND_MOAN_PATH);
}
// Find groan sound. (zombie shot)
case Groan:
{
// Copy min and max
soundmin = SOUND_GROAN_MIN;
soundmax = SOUND_GROAN_MAX;
// Copy path
strcopy(soundpath, sizeof(soundpath), SOUND_GROAN_PATH);
}
// Find death sound.
case Death:
{
// Copy min and max
soundmin = SOUND_DEATH_MIN;
soundmax = SOUND_DEATH_MAX;
// Copy path
strcopy(soundpath, sizeof(soundpath), SOUND_DEATH_PATH);
}
// Invalid case given.
default:
{
// No handled case was given.
return false;
}
}
// Pick a random integer between min and max sound file index.
new randsound = GetRandomInt(soundmin, soundmax);
// Format random index into sound path.
Format(sound, SOUND_MAX_PATH, soundpath, randsound);
// Found sound.
return true;
}
/**
* Timer callback, repeats a moaning sound on zombies.
*
* @param timer The timer handle.
* @param client The client index.
*/
public Action:ZombieSoundsMoanTimer(Handle:timer, any:client)
{
// If client isn't in-game or client is no longer a zombie, then stop.
if (!IsClientInGame(client) || !IsPlayerZombie(client))
{
// Reset timer handle.
tSEffectsMoan[client] = INVALID_HANDLE;
// Stop timer.
return Plugin_Stop;
}
// Get random moan sound.
decl String:sound[SOUND_MAX_PATH];
ZombieSoundsGetRandomSound(sound, Moan);
// Emit sound from client.
SEffectsEmitSoundFromClient(client, sound, SNDLEVEL_SCREAMING);
// Allow timer to continue.
return Plugin_Continue;
}