/** * vim: set ts=4 : * ============================================================================= * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved. * ============================================================================= * * This file is part of the SourceMod/SourcePawn SDK. * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License, version 3.0, as published by the * Free Software Foundation. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License along with * this program. If not, see . * * As a special exception, AlliedModders LLC gives you permission to link the * code of this program (as well as its derivative works) to "Half-Life 2," the * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software * by the Valve Corporation. You must obey the GNU General Public License in * all respects for all other code used. Additionally, AlliedModders LLC grants * this exception to all derivative works. AlliedModders LLC defines further * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), * or . * * Version: $Id$ */ #if defined _sdktools_sound_included #endinput #endif #define _sdktools_sound_included /** * Sound should be from the target client. */ #define SOUND_FROM_PLAYER -2 /** * Sound should be from the listen server player. */ #define SOUND_FROM_LOCAL_PLAYER -1 /** * Sound is from the world. */ #define SOUND_FROM_WORLD 0 /** * Sound channels. */ enum { SNDCHAN_REPLACE = -1, /**< Unknown */ SNDCHAN_AUTO = 0, /**< Auto */ SNDCHAN_WEAPON = 1, /**< Weapons */ SNDCHAN_VOICE = 2, /**< Voices */ SNDCHAN_ITEM = 3, /**< Items */ SNDCHAN_BODY = 4, /**< Player? */ SNDCHAN_STREAM = 5, /**< "Stream channel from the static or dynamic area" */ SNDCHAN_STATIC = 6, /**< "Stream channel from the static area" */ SNDCHAN_VOICE_BASE = 7, /**< "Channel for network voice data" */ SNDCHAN_USER_BASE = 135 /**< Anything >= this is allocated to game code */ }; /** * Sound flags for the sound emitter system. */ enum { SND_NOFLAGS= 0, /**< Nothing */ SND_CHANGEVOL = 1, /**< Change sound volume */ SND_CHANGEPITCH = 2, /**< Change sound pitch */ SND_STOP = 3, /**< Stop the sound */ SND_SPAWNING = 4, /**< Used in some cases for ambients */ SND_DELAY = 5, /**< Sound has an initial delay */ SND_STOPLOOPING = 6, /**< Stop looping all sounds on the entity */ SND_SPEAKER = 7, /**< Being played by a mic through a speaker */ SND_SHOULDPAUSE = 8, /**< Pause if game is paused */ }; /** * Various predefined sound levels in dB. */ enum { SNDLEVEL_NONE = 0, /**< None */ SNDLEVEL_RUSTLE = 20, /**< Rustling leaves */ SNDLEVEL_WHISPER = 25, /**< Whispering */ SNDLEVEL_LIBRARY = 30, /**< In a library */ SNDLEVEL_FRIDGE = 45, /**< Refridgerator */ SNDLEVEL_HOME = 50, /**< Average home (3.9 attn) */ SNDLEVEL_CONVO = 60, /**< Normal conversation (2.0 attn) */ SNDLEVEL_DRYER = 60, /**< Clothes dryer */ SNDLEVEL_DISHWASHER = 65, /**< Dishwasher/washing machine (1.5 attn) */ SNDLEVEL_CAR = 70, /**< Car or vacuum cleaner (1.0 attn) */ SNDLEVEL_NORMAL = 75, /**< Normal sound level */ SNDLEVEL_TRAFFIC = 75, /**< Busy traffic (0.8 attn) */ SNDLEVEL_MINIBIKE = 80, /**< Mini-bike, alarm clock (0.7 attn) */ SNDLEVEL_SCREAMING = 90, /**< Screaming child (0.5 attn) */ SNDLEVEL_TRAIN = 100, /**< Subway train, pneumatic drill (0.4 attn) */ SNDLEVEL_HELICOPTER = 105, /**< Helicopter */ SNDLEVEL_SNOWMOBILE = 110, /**< Snow mobile */ SNDLEVEL_AIRCRAFT = 120, /**< Auto horn, aircraft */ SNDLEVEL_RAIDSIREN = 130, /**< Air raid siren */ SNDLEVEL_GUNFIRE = 140, /**< Gunshot, jet engine (0.27 attn) */ SNDLEVEL_ROCKET = 180, /**< Rocket launching (0.2 attn) */ }; #define SNDVOL_NORMAL 1.0 /**< Normal volume */ #define SNDPITCH_NORMAL 100 /**< Normal pitch */ #define SNDPITCH_LOW 95 /**< A low pitch */ #define SNDPITCH_HIGH 120 /**< A high pitch */ #define SNDATTN_NONE 0.0 /**< No attenuation */ #define SNDATTN_NORMAL 0.8 /**< Normal attenuation */ #define SNDATTN_STATIC 1.25 /**< Static attenuation? */ #define SNDATTN_RICOCHET 1.5 /**< Ricochet effect */ #define SNDATTN_IDLE 2.0 /**< Idle attenuation? */ /** * Prefetches a sound. * * @param name Sound file name relative to the "sounds" folder. * @noreturn */ native PrefetchSound(const String:nane[]); /** * This function is not known to work, and may crash. You should * not use it. It is provided for backwards compatibility only. * * @param name Sound file name relative to the "sounds" folder. * @return Duration in seconds. */ #pragma deprecated Does not work, may crash. native Float:GetSoundDuration(const String:name[]); /** * Emits an ambient sound. * * @param name Sound file name relative to the "sounds" folder. * @param pos Origin of sound. * @param entity Entity index to associate sound with. * @param level Sound level (from 0 to 255). * @param flags Sound flags. * @param vol Volume (from 0.0 to 1.0). * @param pitch Pitch (from 0 to 255). * @param delay Play delay. * @noreturn */ native EmitAmbientSound(const String:name[], const Float:pos[3], entity = SOUND_FROM_WORLD, level = SNDLEVEL_NORMAL, flags = SND_NOFLAGS, Float:vol = SNDVOL_NORMAL, pitch = SNDPITCH_NORMAL, Float:delay = 0.0); /** * Fades a client's volume level toward silence or a given percentage. * * @param client Client index. * @param percent Fade percentage. * @param outtime Fade out time, in seconds. * @param holdtime Hold time, in seconds. * @param intime Fade in time, in seconds. * @noreturn * @error Invalid client index or client not in game. */ native FadeClientVolume(client, Float:percent, Float:outtime, Float:holdtime, Float:intime); /** * Stops a sound. * * @param entity Entity index. * @param channel Channel number. * @param name Sound file name relative to the "sounds" folder. * @noreturn */ native StopSound(entity, channel, const String:name[]); /** * Emits a sound to a list of clients. * * @param clients Array of client indexes. * @param numClients Number of clients in the array. * @param sample Sound file name relative to the "sounds" folder. * @param entity Entity to emit from. * @param channel Channel to emit with. * @param level Sound level. * @param flags Sound flags. * @param volume Sound volume. * @param pitch Sound pitch. * @param speakerentity Unknown. * @param origin Sound origin. * @param dir Sound direction. * @param updatePos Unknown (updates positions?) * @param soundtime Alternate time to play sound for. * @param ... Optional list of Float[3] arrays to specify additional origins. * @noreturn * @error Invalid client index. */ native EmitSound(const clients[], numClients, const String:sample[], entity = SOUND_FROM_PLAYER, channel = SNDCHAN_AUTO, level = SNDLEVEL_NORMAL, flags = SND_NOFLAGS, Float:volume = SNDVOL_NORMAL, pitch = SNDPITCH_NORMAL, speakerentity = -1, const Float:origin[3] = NULL_VECTOR, const Float:dir[3] = NULL_VECTOR, bool:updatePos = true, Float:soundtime = 0.0, any:...); /** * Emits a sentence to a list of clients. * * @param clients Array of client indexes. * @param numClients Number of clients in the array. * @param sentence Sentence index (from PrecacheSenteFile). * @param entity Entity to emit from. * @param channel Channel to emit with. * @param level Sound level. * @param flags Sound flags. * @param volume Sound volume. * @param pitch Sound pitch. * @param speakerentity Unknown. * @param origin Sound origin. * @param dir Sound direction. * @param updatePos Unknown (updates positions?) * @param soundtime Alternate time to play sound for. * @param ... Optional list of Float[3] arrays to specify additional origins. * @noreturn * @error Invalid client index. */ native EmitSentence(const clients[], numClients, sentence, entity, channel = SNDCHAN_AUTO, level = SNDLEVEL_NORMAL, flags = SND_NOFLAGS, Float:volume = SNDVOL_NORMAL, pitch = SNDPITCH_NORMAL, speakerentity = -1, const Float:origin[3] = NULL_VECTOR, const Float:dir[3] = NULL_VECTOR, bool:updatePos = true, Float:soundtime = 0.0, any:...); /** * Called when an ambient sound is about to be emitted to one or more clients. * * NOTICE: all parameters can be overwritten to modify the default behavior. * * @param sample Sound file name relative to the "sounds" folder. * @param entity Entity index associated to the sound. * @param volume Volume (from 0.0 to 1.0). * @param level Sound level (from 0 to 255). * @param pitch Pitch (from 0 to 255). * @param pos Origin of sound. * @param flags Sound flags. * @param delay Play delay. * @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it, * Plugin_Changed when any parameter has been modified. */ functag public Action:AmbientSHook(String:sample[PLATFORM_MAX_PATH], &entity, &Float:volume, &level, &pitch, Float:pos[3], &flags, &Float:delay); /** * Called when a sound is going to be emitted to one or more clients. * NOTICE: all params can be overwritten to modify the default behaviour. * * @param clients Array of client indexes. * @param numClients Number of clients in the array (modify this value if you add/remove elements from the client array). * @param sample Sound file name relative to the "sounds" folder. * @param entity Entity emitting the sound. * @param channel Channel emitting the sound. * @param volume Sound volume. * @param level Sound level. * @param pitch Sound pitch. * @param flags Sound flags. * @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it, * Plugin_Changed when any parameter has been modified. */ functag public Action:NormalSHook(clients[64], &numClients, String:sample[PLATFORM_MAX_PATH], &entity, &channel, &Float:volume, &level, &pitch, &flags); /** * Hooks all played ambient sounds. * * @param hook Function to use as a hook. * @noreturn * @error Invalid function hook. */ native AddAmbientSoundHook(AmbientSHook:hook); /** * Hooks all played normal sounds. * * @param hook Function to use as a hook. * @noreturn * @error Invalid function hook. */ native AddNormalSoundHook(NormalSHook:hook); /** * Unhooks all played ambient sounds. * * @param hook Function used for the hook. * @noreturn * @error Invalid function hook. */ native RemoveAmbientSoundHook(AmbientSHook:hook); /** * Unhooks all played normal sounds. * * @param hook Function used for the hook. * @noreturn * @error Invalid function hook. */ native RemoveNormalSoundHook(NormalSHook:hook); /** * Wrapper to emit sound to one client. * * @param client Client index. * @param sample Sound file name relative to the "sounds" folder. * @param entity Entity to emit from. * @param channel Channel to emit with. * @param level Sound level. * @param flags Sound flags. * @param volume Sound volume. * @param pitch Sound pitch. * @param speakerentity Unknown. * @param origin Sound origin. * @param dir Sound direction. * @param updatePos Unknown (updates positions?) * @param soundtime Alternate time to play sound for. * @noreturn * @error Invalid client index. */ stock EmitSoundToClient(client, const String:sample[], entity = SOUND_FROM_PLAYER, channel = SNDCHAN_AUTO, level = SNDLEVEL_NORMAL, flags = SND_NOFLAGS, Float:volume = SNDVOL_NORMAL, pitch = SNDPITCH_NORMAL, speakerentity = -1, const Float:origin[3] = NULL_VECTOR, const Float:dir[3] = NULL_VECTOR, bool:updatePos = true, Float:soundtime = 0.0) { new clients[1]; clients[0] = client; /* Save some work for SDKTools and remove SOUND_FROM_PLAYER references */ entity = (entity == SOUND_FROM_PLAYER) ? client : entity; EmitSound(clients, 1, sample, entity, channel, level, flags, volume, pitch, speakerentity, origin, dir, updatePos, soundtime); } /** * Wrapper to emit sound to all clients. * * @param sample Sound file name relative to the "sounds" folder. * @param entity Entity to emit from. * @param channel Channel to emit with. * @param level Sound level. * @param flags Sound flags. * @param volume Sound volume. * @param pitch Sound pitch. * @param speakerentity Unknown. * @param origin Sound origin. * @param dir Sound direction. * @param updatePos Unknown (updates positions?) * @param soundtime Alternate time to play sound for. * @noreturn * @error Invalid client index. */ stock EmitSoundToAll(const String:sample[], entity = SOUND_FROM_PLAYER, channel = SNDCHAN_AUTO, level = SNDLEVEL_NORMAL, flags = SND_NOFLAGS, Float:volume = SNDVOL_NORMAL, pitch = SNDPITCH_NORMAL, speakerentity = -1, const Float:origin[3] = NULL_VECTOR, const Float:dir[3] = NULL_VECTOR, bool:updatePos = true, Float:soundtime = 0.0) { new maxClients = GetMaxClients(); new clients[maxClients]; new total = 0; for (new i=1; i<=maxClients; i++) { if (IsClientInGame(i)) { clients[total++] = i; } } if (!total) { return; } EmitSound(clients, total, sample, entity, channel, level, flags, volume, pitch, speakerentity, origin, dir, updatePos, soundtime); } /** * Converts an attenuation value to a sound level. * This function is from the HL2SDK. * * @param attn Attenuation value. * @return Integer sound level. */ stock ATTN_TO_SNDLEVEL(Float:attn) { if (attn > 0.0) { return RoundFloat(50.0 + (20.0 / attn)); } return 0; }