//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Client-server neutral sound interface // // $NoKeywords: $ //=============================================================================// #ifndef IENGINESOUND_H #define IENGINESOUND_H #ifdef _WIN32 #pragma once #endif #include "basetypes.h" #include "interface.h" #include "soundflags.h" #include "irecipientfilter.h" #include "utlvector.h" #include "SndInfo.h" //----------------------------------------------------------------------------- // forward declaration //----------------------------------------------------------------------------- class Vector; // Handy defines for EmitSound #define SOUND_FROM_UI_PANEL -2 // Sound being played inside a UI panel on the client #define SOUND_FROM_LOCAL_PLAYER -1 #define SOUND_FROM_WORLD 0 // These are used to feed a soundlevel to the sound system and have it use // goldsrc-type attenuation. We should use this as little as possible and // phase it out as soon as possible. // Take a regular sndlevel and convert it to compatibility mode. #define SNDLEVEL_TO_COMPATIBILITY_MODE( x ) ((soundlevel_t)(int)( (x) + 256 )) // Take a compatibility-mode sndlevel and get the REAL sndlevel out of it. #define SNDLEVEL_FROM_COMPATIBILITY_MODE( x ) ((soundlevel_t)(int)( (x) - 256 )) // Tells if the given sndlevel is marked as compatibility mode. #define SNDLEVEL_IS_COMPATIBILITY_MODE( x ) ( (x) >= soundlevel_t(256) ) //----------------------------------------------------------------------------- // Client-server neutral effects interface //----------------------------------------------------------------------------- #define IENGINESOUND_CLIENT_INTERFACE_VERSION "IEngineSoundClient003" #define IENGINESOUND_SERVER_INTERFACE_VERSION "IEngineSoundServer003" abstract_class IEngineSound { public: // Precache a particular sample virtual bool PrecacheSound(const char* pSample, bool bPreload = false, bool bIsUISound = false) = 0; virtual bool IsSoundPrecached(const char* pSample) = 0; virtual void PrefetchSound(const char* pSample) = 0; // Just loads the file header and checks for duration (not hooked up for .mp3's yet) // Is accessible to server and client though virtual float GetSoundDuration(const char* pSample) = 0; // Pitch of 100 is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100 // down to 1 is a lower pitch. 150 to 70 is the realistic range. // EmitSound with pitch != 100 should be used sparingly, as it's not quite as // fast (the pitchshift mixer is not native coded). // NOTE: setting iEntIndex to -1 will cause the sound to be emitted from the local // player (client-side only) virtual void EmitSound(IRecipientFilter& filter, int iEntIndex, int iChannel, const char* pSample, float flVolume, float flAttenuation, int iFlags = 0, int iPitch = PITCH_NORM, int iSpecialDSP = 0, const Vector* pOrigin = NULL, const Vector* pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1) = 0; virtual void EmitSound(IRecipientFilter& filter, int iEntIndex, int iChannel, const char* pSample, float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM, int iSpecialDSP = 0, const Vector* pOrigin = NULL, const Vector* pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1) = 0; virtual void EmitSentenceByIndex(IRecipientFilter& filter, int iEntIndex, int iChannel, int iSentenceIndex, float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM,int iSpecialDSP = 0, const Vector* pOrigin = NULL, const Vector* pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1) = 0; virtual void StopSound(int iEntIndex, int iChannel, const char* pSample) = 0; // stop all active sounds (client only) virtual void StopAllSounds(bool bClearBuffers) = 0; // Set the room type for a player (client only) virtual void SetRoomType(IRecipientFilter& filter, int roomType) = 0; // Set the dsp preset for a player (client only) virtual void SetPlayerDSP(IRecipientFilter& filter, int dspType, bool fastReset) = 0; // emit an "ambient" sound that isn't spatialized // only available on the client, assert on server virtual void EmitAmbientSound(const char* pSample, float flVolume, int iPitch = PITCH_NORM, int flags = 0, float soundtime = 0.0f) = 0; // virtual EntChannel_t CreateEntChannel() = 0; virtual float GetDistGainFromSoundLevel(soundlevel_t soundlevel, float dist) = 0; // Client .dll only functions virtual int GetGuidForLastSoundEmitted() = 0; virtual bool IsSoundStillPlaying(int guid) = 0; virtual void StopSoundByGuid(int guid) = 0; // Set's master volume (0.0->1.0) virtual void SetVolumeByGuid(int guid, float fvol) = 0; // Retrieves list of all active sounds virtual void GetActiveSounds(CUtlVector< SndInfo_t >& sndlist) = 0; virtual void PrecacheSentenceGroup(const char* pGroupName) = 0; virtual void NotifyBeginMoviePlayback() = 0; virtual void NotifyEndMoviePlayback() = 0; }; #endif // IENGINESOUND_H