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561 lines
16 KiB
C++
561 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements an entity that measures sound volume at a point in a map.
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//
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// This entity listens as though it is an NPC, meaning it will only
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// hear sounds that were emitted using the CSound::InsertSound function.
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//
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// It does not hear danger sounds since they are not technically sounds.
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//
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//=============================================================================
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#include "cbase.h"
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#include "entityinput.h"
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#include "entityoutput.h"
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#include "eventqueue.h"
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#include "mathlib/mathlib.h"
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#include "soundent.h"
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#include "envmicrophone.h"
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#include "soundflags.h"
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#include "engine/IEngineSound.h"
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#include "filters.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//#define DEBUG_MICROPHONE
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const float MICROPHONE_SETTLE_EPSILON = 0.005;
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// List of env_microphones who want to be told whenever a sound is started
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static CUtlVector< CHandle<CEnvMicrophone> > s_Microphones;
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LINK_ENTITY_TO_CLASS(env_microphone, CEnvMicrophone);
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BEGIN_DATADESC( CEnvMicrophone )
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DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"),
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DEFINE_FIELD(m_hMeasureTarget, FIELD_EHANDLE),
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DEFINE_KEYFIELD(m_nSoundMask, FIELD_INTEGER, "SoundMask"),
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DEFINE_KEYFIELD(m_flSensitivity, FIELD_FLOAT, "Sensitivity"),
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DEFINE_KEYFIELD(m_flSmoothFactor, FIELD_FLOAT, "SmoothFactor"),
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DEFINE_KEYFIELD(m_iszSpeakerName, FIELD_STRING, "SpeakerName"),
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DEFINE_KEYFIELD(m_iszListenFilter, FIELD_STRING, "ListenFilter"),
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DEFINE_FIELD(m_hListenFilter, FIELD_EHANDLE),
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DEFINE_FIELD(m_hSpeaker, FIELD_EHANDLE),
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// DEFINE_FIELD(m_bAvoidFeedback, FIELD_BOOLEAN), // DONT SAVE
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DEFINE_KEYFIELD(m_iSpeakerDSPPreset, FIELD_INTEGER, "speaker_dsp_preset" ),
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DEFINE_KEYFIELD(m_flMaxRange, FIELD_FLOAT, "MaxRange"),
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DEFINE_AUTO_ARRAY(m_szLastSound, FIELD_CHARACTER),
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DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
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DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
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DEFINE_INPUTFUNC(FIELD_STRING, "SetSpeakerName", InputSetSpeakerName),
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DEFINE_OUTPUT(m_SoundLevel, "SoundLevel"),
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DEFINE_OUTPUT(m_OnRoutedSound, "OnRoutedSound" ),
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DEFINE_OUTPUT(m_OnHeardSound, "OnHeardSound" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEnvMicrophone::~CEnvMicrophone( void )
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{
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s_Microphones.FindAndRemove( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called before spawning, after keyvalues have been handled.
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//-----------------------------------------------------------------------------
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void CEnvMicrophone::Spawn(void)
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{
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//
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// Build our sound type mask from our spawnflags.
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//
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static int nFlags[][2] =
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{
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{ SF_MICROPHONE_SOUND_COMBAT, SOUND_COMBAT },
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{ SF_MICROPHONE_SOUND_WORLD, SOUND_WORLD },
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{ SF_MICROPHONE_SOUND_PLAYER, SOUND_PLAYER },
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{ SF_MICROPHONE_SOUND_BULLET_IMPACT, SOUND_BULLET_IMPACT },
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{ SF_MICROPHONE_SOUND_EXPLOSION, SOUND_CONTEXT_EXPLOSION },
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};
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for (int i = 0; i < sizeof(nFlags) / sizeof(nFlags[0]); i++)
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{
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if (m_spawnflags & nFlags[i][0])
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{
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m_nSoundMask |= nFlags[i][1];
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}
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}
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if (m_flSensitivity == 0)
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{
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//
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// Avoid a divide by zero in CanHearSound.
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//
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m_flSensitivity = 1;
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}
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else if (m_flSensitivity > 10)
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{
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m_flSensitivity = 10;
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}
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m_flSmoothFactor = clamp(m_flSmoothFactor, 0.f, 0.9f);
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if (!m_bDisabled)
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{
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called after all entities have spawned and after a load game.
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// Finds the reference point at which to measure sound level.
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//-----------------------------------------------------------------------------
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void CEnvMicrophone::Activate(void)
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{
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BaseClass::Activate();
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// Get a handle to my filter entity if there is one
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if (m_iszListenFilter != NULL_STRING)
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{
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m_hListenFilter = dynamic_cast<CBaseFilter *>(gEntList.FindEntityByName( NULL, m_iszListenFilter ));
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}
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if (m_target != NULL_STRING)
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{
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m_hMeasureTarget = gEntList.FindEntityByName(NULL, STRING(m_target) );
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//
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// If we were given a bad measure target, just measure sound where we are.
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//
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if ((m_hMeasureTarget == NULL) || (m_hMeasureTarget->edict() == NULL))
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{
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// We've decided to disable this warning since this seems to be the 90% case.
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//Warning( "EnvMicrophone - Measure target not found or measure target with no origin. Using Self.!\n");
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m_hMeasureTarget = this;
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}
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}
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else
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{
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m_hMeasureTarget = this;
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}
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ActivateSpeaker();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvMicrophone::OnRestore( void )
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{
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BaseClass::OnRestore();
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ActivateSpeaker();
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}
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//-----------------------------------------------------------------------------
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// Purpose: If we've got a speaker, add ourselves to the list of microphones that want to listen
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//-----------------------------------------------------------------------------
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void CEnvMicrophone::ActivateSpeaker( void )
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{
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// If we're enabled, set the dsp_speaker preset to my specified one
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if ( !m_bDisabled )
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{
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ConVarRef dsp_speaker( "dsp_speaker" );
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if ( dsp_speaker.IsValid() )
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{
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int iDSPPreset = m_iSpeakerDSPPreset;
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if ( !iDSPPreset )
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{
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// Reset it to the default
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iDSPPreset = atoi( dsp_speaker.GetDefault() );
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}
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DevMsg( 2, "Microphone %s set dsp_speaker to %d.\n", STRING(GetEntityName()), iDSPPreset);
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dsp_speaker.SetValue( m_iSpeakerDSPPreset );
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}
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}
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if ( m_iszSpeakerName != NULL_STRING )
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{
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// We've got a speaker to play heard sounds through. To do this, we need to add ourselves
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// to the list of microphones who want to be told whenever a sound is played.
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if ( s_Microphones.Find(this) == -1 )
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{
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s_Microphones.AddToTail( this );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stops the microphone from sampling the sound level and firing the
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// SoundLevel output.
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//-----------------------------------------------------------------------------
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void CEnvMicrophone::InputEnable( inputdata_t &inputdata )
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{
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if (m_bDisabled)
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{
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m_bDisabled = false;
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SetNextThink( gpGlobals->curtime + 0.1f );
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ActivateSpeaker();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Resumes sampling the sound level and firing the SoundLevel output.
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//-----------------------------------------------------------------------------
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void CEnvMicrophone::InputDisable( inputdata_t &inputdata )
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{
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m_bDisabled = true;
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if ( m_hSpeaker )
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{
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CBaseEntity::StopSound( m_hSpeaker->entindex(), CHAN_STATIC, m_szLastSound );
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m_szLastSound[0] = 0;
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// Remove ourselves from the list of active mics
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s_Microphones.FindAndRemove( this );
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}
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SetNextThink( TICK_NEVER_THINK );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CEnvMicrophone::InputSetSpeakerName( inputdata_t &inputdata )
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{
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SetSpeakerName( inputdata.value.StringID() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Checks whether this microphone can hear a given sound, and at what
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// relative volume level.
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// Input : pSound - Sound to test.
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// flVolume - Returns with the relative sound volume from 0 - 1.
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// Output : Returns true if the sound could be heard at the sample point, false if not.
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//-----------------------------------------------------------------------------
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bool CEnvMicrophone::CanHearSound(CSound *pSound, float &flVolume)
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{
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flVolume = 0;
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if ( m_bDisabled )
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{
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return false;
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}
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// Cull out sounds except from specific entities
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CBaseFilter *pFilter = m_hListenFilter.Get();
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if ( pFilter )
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{
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CBaseEntity *pSoundOwner = pSound->m_hOwner.Get();
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if ( !pSoundOwner || !pFilter->PassesFilter( this, pSoundOwner ) )
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{
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return false;
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}
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}
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float flDistance = (pSound->GetSoundOrigin() - m_hMeasureTarget->GetAbsOrigin()).Length();
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if (flDistance == 0)
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{
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flVolume = 1.0;
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return true;
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}
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// Over our max range?
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if ( m_flMaxRange && flDistance > m_flMaxRange )
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{
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return false;
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}
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if (flDistance <= pSound->Volume() * m_flSensitivity)
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{
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flVolume = 1 - (flDistance / (pSound->Volume() * m_flSensitivity));
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flVolume = clamp(flVolume, 0.f, 1.f);
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the microphone can hear the specified sound
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//-----------------------------------------------------------------------------
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bool CEnvMicrophone::CanHearSound( int entindex, soundlevel_t soundlevel, float &flVolume, const Vector *pOrigin )
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{
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if ( m_bDisabled )
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{
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flVolume = 0;
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return false;
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}
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if ( ( m_spawnflags & SF_MICROPHONE_IGNORE_NONATTENUATED ) && soundlevel == SNDLVL_NONE )
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{
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return false;
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}
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// Sound might be coming from an origin or from an entity.
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CBaseEntity *pEntity = NULL;
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if ( entindex )
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{
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pEntity = CBaseEntity::Instance( engine->PEntityOfEntIndex(entindex) );
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}
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// Cull out sounds except from specific entities
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CBaseFilter *pFilter = m_hListenFilter.Get();
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if ( pFilter )
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{
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if ( !pEntity || !pFilter->PassesFilter( this, pEntity ) )
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{
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flVolume = 0;
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return false;
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}
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}
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float flDistance = 0;
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if ( pOrigin )
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{
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flDistance = pOrigin->DistTo( m_hMeasureTarget->GetAbsOrigin() );
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}
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else if ( pEntity )
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{
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flDistance = pEntity->WorldSpaceCenter().DistTo( m_hMeasureTarget->GetAbsOrigin() );
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}
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// Over our max range?
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if ( m_flMaxRange && flDistance > m_flMaxRange )
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{
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#ifdef DEBUG_MICROPHONE
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Msg("OUT OF RANGE.\n" );
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#endif
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return false;
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}
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#ifdef DEBUG_MICROPHONE
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Msg(" flVolume %f ", flVolume );
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#endif
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// Reduce the volume by the amount it fell to get to the microphone
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float gain = enginesound->GetDistGainFromSoundLevel( soundlevel, flDistance );
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flVolume *= gain;
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#ifdef DEBUG_MICROPHONE
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Msg("dist %2f, soundlevel %d: gain %f", flDistance, (int)soundlevel, gain );
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if ( !flVolume )
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{
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Msg(" : REJECTED\n" );
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}
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else
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{
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Msg(" : SENT\n" );
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}
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#endif
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return ( flVolume > 0 );
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}
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void CEnvMicrophone::SetSensitivity( float flSensitivity )
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{
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m_flSensitivity = flSensitivity;
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}
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void CEnvMicrophone::SetSpeakerName( string_t iszSpeakerName )
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{
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m_iszSpeakerName = iszSpeakerName;
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// Set the speaker to null. This will force it to find the speaker next time a sound is routed.
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m_hSpeaker = NULL;
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ActivateSpeaker();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Listens for sounds and updates the value of the SoundLevel output.
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//-----------------------------------------------------------------------------
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void CEnvMicrophone::Think(void)
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{
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int nSound = CSoundEnt::ActiveList();
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bool fHearSound = false;
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float flMaxVolume = 0;
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//
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// Find the loudest sound that this microphone cares about.
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//
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while (nSound != SOUNDLIST_EMPTY)
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{
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CSound *pCurrentSound = CSoundEnt::SoundPointerForIndex(nSound);
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if (pCurrentSound)
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{
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if (m_nSoundMask & pCurrentSound->SoundType())
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{
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float flVolume = 0;
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if (CanHearSound(pCurrentSound, flVolume) && (flVolume > flMaxVolume))
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{
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flMaxVolume = flVolume;
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fHearSound = true;
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}
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}
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}
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nSound = pCurrentSound->NextSound();
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}
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if( fHearSound )
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{
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m_OnHeardSound.FireOutput( this, this );
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}
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if (flMaxVolume != m_SoundLevel.Get())
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{
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//
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// Don't smooth if we are within an epsilon. This allows the output to stop firing
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// much more quickly.
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//
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if (fabs(flMaxVolume - m_SoundLevel.Get()) < MICROPHONE_SETTLE_EPSILON)
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{
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m_SoundLevel.Set(flMaxVolume, this, this);
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}
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else
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{
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m_SoundLevel.Set(flMaxVolume * (1 - m_flSmoothFactor) + m_SoundLevel.Get() * m_flSmoothFactor, this, this);
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}
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}
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hook for the sound system to tell us when a sound's been played
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//-----------------------------------------------------------------------------
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MicrophoneResult_t CEnvMicrophone::SoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel, float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins )
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{
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if ( m_bAvoidFeedback )
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return MicrophoneResult_Ok;
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// Don't hear sounds that have already been heard by a microphone to avoid feedback!
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if ( iFlags & SND_SPEAKER )
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return MicrophoneResult_Ok;
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#ifdef DEBUG_MICROPHONE
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Msg("%s heard %s: ", STRING(GetEntityName()), soundname );
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#endif
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if ( !CanHearSound( entindex, soundlevel, flVolume, pOrigin ) )
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return MicrophoneResult_Ok;
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// We've heard it. Play it out our speaker. If our speaker's gone away, we're done.
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if ( !m_hSpeaker )
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{
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// First time, find our speaker. Done here, because finding it in Activate() wouldn't
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// find players, and we need to be able to specify !player for a speaker.
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if ( m_iszSpeakerName != NULL_STRING )
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{
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m_hSpeaker = gEntList.FindEntityByName(NULL, STRING(m_iszSpeakerName) );
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if ( !m_hSpeaker )
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{
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Warning( "EnvMicrophone %s specifies a non-existent speaker name: %s\n", STRING(GetEntityName()), STRING(m_iszSpeakerName) );
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m_iszSpeakerName = NULL_STRING;
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}
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}
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if ( !m_hSpeaker )
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{
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return MicrophoneResult_Remove;
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}
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}
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m_bAvoidFeedback = true;
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// Add the speaker flag. Detected at playback and applies the speaker filter.
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iFlags |= SND_SPEAKER;
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CPASAttenuationFilter filter( m_hSpeaker );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_STATIC;
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ep.m_pSoundName = soundname;
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ep.m_flVolume = flVolume;
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ep.m_SoundLevel = soundlevel;
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ep.m_nFlags = iFlags;
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ep.m_nPitch = iPitch;
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ep.m_pOrigin = &m_hSpeaker->GetAbsOrigin();
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ep.m_flSoundTime = soundtime;
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ep.m_nSpeakerEntity = entindex;
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CBaseEntity::EmitSound( filter, m_hSpeaker->entindex(), ep );
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Q_strncpy( m_szLastSound, soundname, sizeof(m_szLastSound) );
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m_OnRoutedSound.FireOutput( this, this, 0 );
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m_bAvoidFeedback = false;
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// Copy emitted origin to soundorigins array
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for ( int i = 0; i < ep.m_UtlVecSoundOrigin.Count(); ++i )
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{
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soundorigins.AddToTail( ep.m_UtlVecSoundOrigin[ i ] );
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}
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// Do we want to allow the original sound to play?
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if ( m_spawnflags & SF_MICROPHONE_SWALLOW_ROUTED_SOUNDS )
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{
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return MicrophoneResult_Swallow;
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}
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return MicrophoneResult_Ok;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called by the sound system whenever a sound is played so that
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// active microphones can have a chance to pick up the sound.
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// Output : Returns whether or not the sound was swallowed by the microphone.
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// Swallowed sounds should not be played by the sound system.
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//-----------------------------------------------------------------------------
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bool CEnvMicrophone::OnSoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel, float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins )
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{
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bool bSwallowed = false;
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// Loop through all registered microphones and tell them the sound was just played
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int iCount = s_Microphones.Count();
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if ( iCount > 0 )
|
|
{
|
|
// Iterate backwards because we might be deleting microphones.
|
|
for ( int i = iCount - 1; i >= 0; i-- )
|
|
{
|
|
if ( s_Microphones[i] )
|
|
{
|
|
MicrophoneResult_t eResult = s_Microphones[i]->SoundPlayed(
|
|
entindex,
|
|
soundname,
|
|
soundlevel,
|
|
flVolume,
|
|
iFlags,
|
|
iPitch,
|
|
pOrigin,
|
|
soundtime,
|
|
soundorigins );
|
|
|
|
if ( eResult == MicrophoneResult_Swallow )
|
|
{
|
|
// Microphone told us to swallow it
|
|
bSwallowed = true;
|
|
}
|
|
else if ( eResult == MicrophoneResult_Remove )
|
|
{
|
|
s_Microphones.FastRemove( i );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return bSwallowed;
|
|
}
|