sm-zombiereloaded-3/env/include/sdktools_sound.inc
BotoX 76ffbe7e13 Update spcomp and includes to latest 1.10-fork
disable warning 241: Array-based enum structs will be removed in 1.11
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SourcePawn

/**
* 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 <http://www.gnu.org/licenses/>.
*
* 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 <http://www.sourcemod.net/license.php>.
*
* 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, /**< Refrigerator */
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 "sound" folder.
*/
native void PrefetchSound(const char[] name);
/**
* 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 "sound" folder.
* @return Duration in seconds.
* @deprecated Does not work, may crash.
*/
#pragma deprecated Does not work, may crash.
native float GetSoundDuration(const char[] name);
/**
* Emits an ambient sound.
*
* @param name Sound file name relative to the "sound" 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.
*/
native void EmitAmbientSound(const char[] name,
const float pos[3],
int entity = SOUND_FROM_WORLD,
int level = SNDLEVEL_NORMAL,
int flags = SND_NOFLAGS,
float vol = SNDVOL_NORMAL,
int 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.
* @error Invalid client index or client not in game.
*/
native void FadeClientVolume(int 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 "sound" folder.
*/
native void StopSound(int entity, int channel, const char[] 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 "sound" 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.
* @error Invalid client index.
*/
native void EmitSound(const int[] clients,
int numClients,
const char[] sample,
int entity = SOUND_FROM_PLAYER,
int channel = SNDCHAN_AUTO,
int level = SNDLEVEL_NORMAL,
int flags = SND_NOFLAGS,
float volume = SNDVOL_NORMAL,
int pitch = SNDPITCH_NORMAL,
int speakerentity = -1,
const float origin[3] = NULL_VECTOR,
const float dir[3] = NULL_VECTOR,
bool updatePos = true,
float soundtime = 0.0,
any ...);
/**
* Emits a sound or game sound to a list of clients using the latest version of the engine sound interface.
* This native is only available in engines that are greater than or equal to Portal 2.
*
* @param clients Array of client indexes.
* @param numClients Number of clients in the array.
* @param soundEntry Sound entry name.
* @param sample Sound file name relative to the "sound" folder.
* @param entity Entity to emit from.
* @param channel Channel to emit with.
* @param level Sound level.
* @param seed Sound seed.
* @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.
* @error Invalid client index.
*/
native void EmitSoundEntry(const int[] clients,
int numClients,
const char[] soundEntry,
const char[] sample,
int entity = SOUND_FROM_PLAYER,
int channel = SNDCHAN_AUTO,
int level = SNDLEVEL_NORMAL,
int seed = 0,
int flags = SND_NOFLAGS,
float volume = SNDVOL_NORMAL,
int pitch = SNDPITCH_NORMAL,
int 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 PrecacheSentenceFile).
* @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.
* @error Invalid client index.
*/
native void EmitSentence(const int[] clients,
int numClients,
int sentence,
int entity,
int channel = SNDCHAN_AUTO,
int level = SNDLEVEL_NORMAL,
int flags = SND_NOFLAGS,
float volume = SNDVOL_NORMAL,
int pitch = SNDPITCH_NORMAL,
int speakerentity = -1,
const float origin[3] = NULL_VECTOR,
const float dir[3] = NULL_VECTOR,
bool updatePos = true,
float soundtime = 0.0,
any ...);
/**
* Calculates gain of sound on given distance with given sound level in decibel
*
* @param soundlevel decibel of sound, like SNDLEVEL_NORMAL or integer value
* @param distance distance of sound to calculate, not meter or feet, but Source Engine`s normal Coordinate unit
* @return gain of sound. you can multiply this with original sound`s volume to calculate volume on given distance
*/
native float GetDistGainFromSoundLevel(int soundlevel, float distance);
/**
* 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 "sound" 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.
*/
typedef AmbientSHook = function Action (
char sample[PLATFORM_MAX_PATH],
int &entity,
float &volume,
int &level,
int &pitch,
float pos[3],
int &flags,
float &delay
);
typeset NormalSHook
{
// Called when a sound is going to be emitted to one or more clients.
// NOTICE: all params can be overwritten to modify the default behavior.
//
// @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 "sound" 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.
// @param soundEntry Game sound entry name. (Used in engines newer than Portal 2)
// @param seed Sound seed. (Used in engines newer than Portal 2)
// @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it,
// Plugin_Changed when any parameter has been modified.
function Action (int clients[MAXPLAYERS], int &numClients, char sample[PLATFORM_MAX_PATH],
int &entity, int &channel, float &volume, int &level, int &pitch, int &flags,
char soundEntry[PLATFORM_MAX_PATH], int &seed);
// Deprecated. Use other prototype.
function Action (int clients[64], int &numClients, char sample[PLATFORM_MAX_PATH],
int &entity, int &channel, float &volume, int &level, int &pitch, int &flags,
char soundEntry[PLATFORM_MAX_PATH], int &seed);
// Deprecated. Use other prototype.
function Action (int clients[64], int &numClients, char sample[PLATFORM_MAX_PATH],
int &entity, int &channel, float &volume, int &level, int &pitch, int &flags);
};
/**
* Hooks all played ambient sounds.
*
* @param hook Function to use as a hook.
* @error Invalid function hook.
*/
native void AddAmbientSoundHook(AmbientSHook hook);
/**
* Hooks all played normal sounds.
*
* @param hook Function to use as a hook.
* @error Invalid function hook.
*/
native void AddNormalSoundHook(NormalSHook hook);
/**
* Unhooks all played ambient sounds.
*
* @param hook Function used for the hook.
* @error Invalid function hook.
*/
native void RemoveAmbientSoundHook(AmbientSHook hook);
/**
* Unhooks all played normal sounds.
*
* @param hook Function used for the hook.
* @error Invalid function hook.
*/
native void RemoveNormalSoundHook(NormalSHook hook);
/**
* Wrapper to emit sound to one client.
*
* @param client Client index.
* @param sample Sound file name relative to the "sound" 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.
* @error Invalid client index.
*/
stock void EmitSoundToClient(int client,
const char[] sample,
int entity = SOUND_FROM_PLAYER,
int channel = SNDCHAN_AUTO,
int level = SNDLEVEL_NORMAL,
int flags = SND_NOFLAGS,
float volume = SNDVOL_NORMAL,
int pitch = SNDPITCH_NORMAL,
int speakerentity = -1,
const float origin[3] = NULL_VECTOR,
const float dir[3] = NULL_VECTOR,
bool updatePos = true,
float soundtime = 0.0)
{
int 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 "sound" 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.
* @error Invalid client index.
*/
stock void EmitSoundToAll(const char[] sample,
int entity = SOUND_FROM_PLAYER,
int channel = SNDCHAN_AUTO,
int level = SNDLEVEL_NORMAL,
int flags = SND_NOFLAGS,
float volume = SNDVOL_NORMAL,
int pitch = SNDPITCH_NORMAL,
int speakerentity = -1,
const float origin[3] = NULL_VECTOR,
const float dir[3] = NULL_VECTOR,
bool updatePos = true,
float soundtime = 0.0)
{
int[] clients = new int[MaxClients];
int total = 0;
for (int i=1; i<=MaxClients; i++)
{
if (IsClientInGame(i))
{
clients[total++] = i;
}
}
if (total)
{
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 int ATTN_TO_SNDLEVEL(float attn)
{
if (attn > 0.0)
{
return RoundFloat(50.0 + (20.0 / attn));
}
return 0;
}
/**
* Retrieves the parameters for a game sound.
*
* Game sounds are found in a game's scripts/game_sound.txt or other files
* referenced from it
*
* Note that if a game sound has a rndwave section, one of them will be returned
* at random.
*
* @param gameSound Name of game sound.
* @param channel Channel to emit with.
* @param level Sound level.
* @param volume Sound volume.
* @param pitch Sound pitch.
* @param sample Sound file name relative to the "sound" folder.
* @param maxlength Maximum length of sample string buffer.
* @param entity Entity the sound is being emitted from.
* @return True if the sound was successfully retrieved, false if it
* was not found
*/
native bool GetGameSoundParams(const char[] gameSound,
int &channel,
int &soundLevel,
float &volume,
int &pitch,
char[] sample,
int maxlength,
int entity=SOUND_FROM_PLAYER);
/**
* Emits a game sound to a list of clients.
*
* Game sounds are found in a game's scripts/game_sound.txt or other files
* referenced from it
*
* Note that if a game sound has a rndwave section, one of them will be returned
* at random.
*
* @param clients Array of client indexes.
* @param numClients Number of clients in the array.
* @param gameSound Name of game sound.
* @param entity Entity to emit from.
* @param flags Sound flags.
* @param speakerentity Unknown.
* @param origin Sound origin.
* @param dir Sound direction.
* @param updatePos Unknown (updates positions?)
* @param soundtime Alternate time to play sound for.
* @return True if the sound was played successfully, false if it failed
* @error Invalid client index.
*/
stock bool EmitGameSound(const int[] clients,
int numClients,
const char[] gameSound,
int entity = SOUND_FROM_PLAYER,
int flags = SND_NOFLAGS,
int speakerentity = -1,
const float origin[3] = NULL_VECTOR,
const float dir[3] = NULL_VECTOR,
bool updatePos = true,
float soundtime = 0.0)
{
int channel;
int level;
float volume;
int pitch;
char sample[PLATFORM_MAX_PATH];
if (GetGameSoundParams(gameSound, channel, level, volume, pitch, sample, sizeof(sample), entity))
{
EmitSound(clients, numClients, sample, entity, channel, level, flags, volume, pitch, speakerentity, origin, dir, updatePos, soundtime);
return true;
}
return false;
}
/**
* Emits an ambient game sound.
*
* Game sounds are found in a game's scripts/game_sound.txt or other files
* referenced from it
*
* Note that if a game sound has a rndwave section, one of them will be returned
* at random.
*
* @param gameSound Name of game sound.
* @param pos Origin of sound.
* @param entity Entity index to associate sound with.
* @param flags Sound flags.
* @param delay Play delay.
*/
stock bool EmitAmbientGameSound(const char[] gameSound,
const float pos[3],
int entity = SOUND_FROM_WORLD,
int flags = SND_NOFLAGS,
float delay = 0.0)
{
int channel; // This is never actually used for Ambients, but it's a mandatory field to GetGameSoundParams
int level;
float volume;
int pitch;
char sample[PLATFORM_MAX_PATH];
if (GetGameSoundParams(gameSound, channel, level, volume, pitch, sample, sizeof(sample), entity))
{
EmitAmbientSound(sample, pos, entity, level, flags, volume, pitch, delay);
return true;
}
return false;
}
/**
* Wrapper to emit a game sound to one client.
*
* Game sounds are found in a game's scripts/game_sound.txt or other files
* referenced from it
*
* Note that if a game sound has a rndwave section, one of them will be returned
* at random.
*
* @param client Client index.
* @param gameSound Name of game sound.
* @param entity Entity to emit from.
* @param flags Sound flags.
* @param speakerentity Unknown.
* @param origin Sound origin.
* @param dir Sound direction.
* @param updatePos Unknown (updates positions?)
* @param soundtime Alternate time to play sound for.
* @error Invalid client index.
*/
stock bool EmitGameSoundToClient(int client,
const char[] gameSound,
int entity = SOUND_FROM_PLAYER,
int flags = SND_NOFLAGS,
int speakerentity = -1,
const float origin[3] = NULL_VECTOR,
const float dir[3] = NULL_VECTOR,
bool updatePos = true,
float soundtime = 0.0)
{
int clients[1];
clients[0] = client;
/* Save some work for SDKTools and remove SOUND_FROM_PLAYER references */
entity = (entity == SOUND_FROM_PLAYER) ? client : entity;
return EmitGameSound(clients, 1, gameSound, entity, flags,
speakerentity, origin, dir, updatePos, soundtime);
}
/**
* Wrapper to emit game sound to all clients.
*
* Game sounds are found in a game's scripts/game_sound.txt or other files
* referenced from it
*
* Note that if a game sound has a rndwave section, one of them will be returned
* at random.
*
* @param gameSound Name of game sound.
* @param entity Entity to emit from.
* @param flags Sound flags.
* @param speakerentity Unknown.
* @param origin Sound origin.
* @param dir Sound direction.
* @param updatePos Unknown (updates positions?)
* @param soundtime Alternate time to play sound for.
* @error Invalid client index.
*/
stock bool EmitGameSoundToAll(const char[] gameSound,
int entity = SOUND_FROM_PLAYER,
int flags = SND_NOFLAGS,
int speakerentity = -1,
const float origin[3] = NULL_VECTOR,
const float dir[3] = NULL_VECTOR,
bool updatePos = true,
float soundtime = 0.0)
{
int[] clients = new int[MaxClients];
int total = 0;
for (int i=1; i<=MaxClients; i++)
{
if (IsClientInGame(i))
{
clients[total++] = i;
}
}
if (!total)
{
return false;
}
return EmitGameSound(clients, total, gameSound, entity, flags,
speakerentity, origin, dir, updatePos, soundtime);
}
/**
* Precache a game sound.
*
* Most games will precache all game sounds on map start, but this is not guaranteed...
* Team Fortress 2 is known to not pre-cache MvM game mode sounds on non-MvM maps.
*
* Due to the above, this native should be called before any calls to GetGameSoundParams,
* EmitGameSound*, or EmitAmbientGameSound.
*
* It should be safe to pass already precached game sounds to this function.
*
* Note: It precaches all files for a game sound.
*
* @param soundname Game sound to precache
* @return True if the game sound was found, false if sound did not exist
* or had no files
*/
native bool PrecacheScriptSound(const char[] soundname);