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