sm-zombiereloaded-3/src/zr/soundeffects/soundeffects.inc

239 lines
5.2 KiB
SourcePawn

/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: soundeffects.inc
* Type: Core
* Description: Basic sound-management API.
*
* Copyright (C) 2009-2013 Greyscale, Richard Helgeby
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* 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/>.
*
* ============================================================================
*/
/**
* Maximum sound path length.
*/
#define SOUND_MAX_PATH 128
/**
* Ambient sound channel.
*/
#define SOUND_AMBIENT_CHANNEL 8
#include "zr/soundeffects/voice"
#include "zr/soundeffects/ambientsounds"
#include "zr/soundeffects/zombiesounds"
/**
* Load sound effects data.
*/
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.
VoiceOnRoundStart();
AmbientSoundsOnRoundStart();
}
/**
* The round is ending.
*/
SEffectsOnRoundEnd()
{
// Forward event to sub-modules.
VoiceOnRoundEnd();
AmbientSoundsOnRoundEnd();
ZombieSoundsOnRoundEnd();
}
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
SEffectsOnClientSpawn(client)
{
// Forward event to sub-modules.
VoiceOnClientSpawn(client);
ZombieSoundsOnClientSpawn(client);
}
/**
* Client is spawning into the game. *Post
*
* @param client The client index.
*/
SEffectsOnClientSpawnPost(client)
{
// Forward event to sub-modules.
AmbientSoundsOnClientSpawnPost(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.
VoiceOnClientInfected(client);
ZombieSoundsOnClientInfected(client);
}
/**
* Client has been turned back human.
*
* @param client The client index.
*/
SEffectsOnClientHuman(client)
{
// Forward event to sub-modules.
VoiceOnClientHuman(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);
if (ZRIsClientValid(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, SNDCHAN_AUTO, _, _, ambientvolume);
}
}
}
/**
* Stop an ambient sound
*
* @param sound The path to the sound file (relative to sounds/)
*/
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);
}
}
/**
* Replay an ambient sound
*
* @param sound The path to the sound file (relative to sounds/)
*/
/**
* 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);
}