source-engine-2018-hl2_src/game/server/sound.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

1527 lines
41 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Entities relating to in-level sound effects.
//
// ambient_generic: a sound emitter used for one-shot and looping sounds.
//
// env_speaker: used for public address announcements over loudspeakers.
// This tries not to drown out talking NPCs.
//
// env_soundscape: controls what sound script an area uses.
//
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "mathlib/mathlib.h"
#include "ai_speech.h"
#include "stringregistry.h"
#include "gamerules.h"
#include "game.h"
#include <ctype.h>
#include "entitylist.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ndebugoverlay.h"
#include "soundscape.h"
#include "igamesystem.h"
#include "KeyValues.h"
#include "filesystem.h"
#ifdef PORTAL
#include "portal_gamerules.h"
#endif // PORTAL
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Compute a suitable attenuation value given an audible radius
// Input : radius -
// playEverywhere - (disable attenuation)
//-----------------------------------------------------------------------------
#define REFERENCE_dB 60.0
#define AMBIENT_GENERIC_UPDATE_RATE 5 // update at 5hz
#define AMBIENT_GENERIC_THINK_DELAY ( 1.0f / float( AMBIENT_GENERIC_UPDATE_RATE ) )
#ifdef HL1_DLL
ConVar hl1_ref_db_distance( "hl1_ref_db_distance", "18.0" );
#define REFERENCE_dB_DISTANCE hl1_ref_db_distance.GetFloat()
#else
#define REFERENCE_dB_DISTANCE 36.0
#endif//HL1_DLL
static soundlevel_t ComputeSoundlevel( float radius, bool playEverywhere )
{
soundlevel_t soundlevel = SNDLVL_NONE;
if ( radius > 0 && !playEverywhere )
{
// attenuation is set to a distance, compute falloff
float dB_loss = 20 * log10( radius / REFERENCE_dB_DISTANCE );
soundlevel = (soundlevel_t)(int)(40 + dB_loss); // sound at 40dB at reference distance
}
return soundlevel;
}
// ==================== GENERIC AMBIENT SOUND ======================================
// runtime pitch shift and volume fadein/out structure
// NOTE: IF YOU CHANGE THIS STRUCT YOU MUST CHANGE THE SAVE/RESTORE VERSION NUMBER
// SEE BELOW (in the typedescription for the class)
typedef struct dynpitchvol
{
// NOTE: do not change the order of these parameters
// NOTE: unless you also change order of rgdpvpreset array elements!
int preset;
int pitchrun; // pitch shift % when sound is running 0 - 255
int pitchstart; // pitch shift % when sound stops or starts 0 - 255
int spinup; // spinup time 0 - 100
int spindown; // spindown time 0 - 100
int volrun; // volume change % when sound is running 0 - 10
int volstart; // volume change % when sound stops or starts 0 - 10
int fadein; // volume fade in time 0 - 100
int fadeout; // volume fade out time 0 - 100
// Low Frequency Oscillator
int lfotype; // 0) off 1) square 2) triangle 3) random
int lforate; // 0 - 1000, how fast lfo osciallates
int lfomodpitch; // 0-100 mod of current pitch. 0 is off.
int lfomodvol; // 0-100 mod of current volume. 0 is off.
int cspinup; // each trigger hit increments counter and spinup pitch
int cspincount;
int pitch;
int spinupsav;
int spindownsav;
int pitchfrac;
int vol;
int fadeinsav;
int fadeoutsav;
int volfrac;
int lfofrac;
int lfomult;
} dynpitchvol_t;
#define CDPVPRESETMAX 27
// presets for runtime pitch and vol modulation of ambient sounds
dynpitchvol_t rgdpvpreset[CDPVPRESETMAX] =
{
// pitch pstart spinup spindwn volrun volstrt fadein fadeout lfotype lforate modptch modvol cspnup
{1, 255, 75, 95, 95, 10, 1, 50, 95, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{2, 255, 85, 70, 88, 10, 1, 20, 88, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{3, 255, 100, 50, 75, 10, 1, 10, 75, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{4, 100, 100, 0, 0, 10, 1, 90, 90, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{5, 100, 100, 0, 0, 10, 1, 80, 80, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{6, 100, 100, 0, 0, 10, 1, 50, 70, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{7, 100, 100, 0, 0, 5, 1, 40, 50, 1, 50, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0},
{8, 100, 100, 0, 0, 5, 1, 40, 50, 1, 150, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0},
{9, 100, 100, 0, 0, 5, 1, 40, 50, 1, 750, 0, 10, 0, 0,0,0,0,0,0,0,0,0,0},
{10,128, 100, 50, 75, 10, 1, 30, 40, 2, 8, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{11,128, 100, 50, 75, 10, 1, 30, 40, 2, 25, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{12,128, 100, 50, 75, 10, 1, 30, 40, 2, 70, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{13,50, 50, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{14,70, 70, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{15,90, 90, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{16,120, 120, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{17,180, 180, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{18,255, 255, 0, 0, 10, 1, 20, 50, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{19,200, 75, 90, 90, 10, 1, 50, 90, 2, 100, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{20,255, 75, 97, 90, 10, 1, 50, 90, 1, 40, 50, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{21,100, 100, 0, 0, 10, 1, 30, 50, 3, 15, 20, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{22,160, 160, 0, 0, 10, 1, 50, 50, 3, 500, 25, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{23,255, 75, 88, 0, 10, 1, 40, 0, 0, 0, 0, 0, 5, 0,0,0,0,0,0,0,0,0,0},
{24,200, 20, 95, 70, 10, 1, 70, 70, 3, 20, 50, 0, 0, 0,0,0,0,0,0,0,0,0,0},
{25,180, 100, 50, 60, 10, 1, 40, 60, 2, 90, 100, 100, 0, 0,0,0,0,0,0,0,0,0,0},
{26,60, 60, 0, 0, 10, 1, 40, 70, 3, 80, 20, 50, 0, 0,0,0,0,0,0,0,0,0,0},
{27,128, 90, 10, 10, 10, 1, 20, 40, 1, 5, 10, 20, 0, 0,0,0,0,0,0,0,0,0,0}
};
class CAmbientGeneric : public CPointEntity
{
public:
DECLARE_CLASS( CAmbientGeneric, CPointEntity );
CAmbientGeneric();
bool KeyValue( const char *szKeyName, const char *szValue );
void Spawn( void );
void Precache( void );
void Activate( void );
void RampThink( void );
void InitModulationParms(void);
void ComputeMaxAudibleDistance( );
// Rules about which entities need to transmit along with me
virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
virtual void UpdateOnRemove( void );
void ToggleSound();
void SendSound( SoundFlags_t flags );
// Input handlers
void InputPlaySound( inputdata_t &inputdata );
void InputStopSound( inputdata_t &inputdata );
void InputToggleSound( inputdata_t &inputdata );
void InputPitch( inputdata_t &inputdata );
void InputVolume( inputdata_t &inputdata );
void InputFadeIn( inputdata_t &inputdata );
void InputFadeOut( inputdata_t &inputdata );
DECLARE_DATADESC();
float m_radius;
float m_flMaxRadius;
soundlevel_t m_iSoundLevel; // dB value
dynpitchvol_t m_dpv;
bool m_fActive; // only true when the entity is playing a looping sound
bool m_fLooping; // true when the sound played will loop
char m_szSoundFile[MAX_PATH]; // Path/filename of WAV or MP3 file to play.
string_t m_sSourceEntName;
EHANDLE m_hSoundSource; // entity from which the sound comes
int m_nSoundSourceEntIndex; // In case the entity goes away before we finish stopping the sound...
private:
void ValidateSoundFile( void );
string_t m_iszSound;
string_t m_iszPrevSound; // track if the sound has changed and we need to re-Validate
};
LINK_ENTITY_TO_CLASS( ambient_generic, CAmbientGeneric );
BEGIN_DATADESC( CAmbientGeneric )
DEFINE_KEYFIELD( m_iszSound, FIELD_SOUNDNAME, "message" ),
DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "radius" ),
DEFINE_KEYFIELD( m_sSourceEntName, FIELD_STRING, "SourceEntityName" ),
// recomputed in Activate()
// DEFINE_FIELD( m_hSoundSource, EHANDLE ),
// DEFINE_FIELD( m_nSoundSourceEntIndex, FIELD_INTERGER ),
DEFINE_FIELD( m_flMaxRadius, FIELD_FLOAT ),
DEFINE_FIELD( m_fActive, FIELD_BOOLEAN ),
DEFINE_FIELD( m_fLooping, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iSoundLevel, FIELD_INTEGER ),
// HACKHACK - This is not really in the spirit of the save/restore design, but save this
// out as a binary data block. If the dynpitchvol_t is changed, old saved games will NOT
// load these correctly, so bump the save/restore version if you change the size of the struct
// The right way to do this is to split the input parms (read in keyvalue) into members and re-init this
// struct in Precache(), but it's unlikely that the struct will change, so it's not worth the time right now.
DEFINE_ARRAY( m_dpv, FIELD_CHARACTER, sizeof(dynpitchvol_t) ),
// Function Pointers
DEFINE_FUNCTION( RampThink ),
// Inputs
DEFINE_INPUTFUNC(FIELD_VOID, "PlaySound", InputPlaySound ),
DEFINE_INPUTFUNC(FIELD_VOID, "StopSound", InputStopSound ),
DEFINE_INPUTFUNC(FIELD_VOID, "ToggleSound", InputToggleSound ),
DEFINE_INPUTFUNC(FIELD_FLOAT, "Pitch", InputPitch ),
DEFINE_INPUTFUNC(FIELD_FLOAT, "Volume", InputVolume ),
DEFINE_INPUTFUNC(FIELD_FLOAT, "FadeIn", InputFadeIn ),
DEFINE_INPUTFUNC(FIELD_FLOAT, "FadeOut", InputFadeOut ),
END_DATADESC()
#define SF_AMBIENT_SOUND_EVERYWHERE 1
#define SF_AMBIENT_SOUND_START_SILENT 16
#define SF_AMBIENT_SOUND_NOT_LOOPING 32
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
CAmbientGeneric::CAmbientGeneric()
{
m_szSoundFile[0] = 0;
m_iszSound = NULL_STRING;
m_iszPrevSound = NULL_STRING;
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CAmbientGeneric::Spawn( void )
{
m_iSoundLevel = ComputeSoundlevel( m_radius, FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE )?true:false );
ComputeMaxAudibleDistance( );
ValidateSoundFile();
if ( V_strlen( m_szSoundFile ) < 1 )
{
Warning( "Empty %s (%s) at %.2f, %.2f, %.2f\n", GetClassname(), GetDebugName(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
UTIL_Remove(this);
return;
}
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
// Set up think function for dynamic modification
// of ambient sound's pitch or volume. Don't
// start thinking yet.
SetThink(&CAmbientGeneric::RampThink);
SetNextThink( TICK_NEVER_THINK );
m_fActive = false;
if ( FBitSet ( m_spawnflags, SF_AMBIENT_SOUND_NOT_LOOPING ) )
{
m_fLooping = false;
}
else
{
m_fLooping = true;
}
m_hSoundSource = NULL;
m_nSoundSourceEntIndex = -1;
Precache( );
// init all dynamic modulation parms
InitModulationParms();
}
//-----------------------------------------------------------------------------
// Computes the max audible radius for a given sound level
//-----------------------------------------------------------------------------
#define MIN_AUDIBLE_VOLUME 1.01e-3
void CAmbientGeneric::ComputeMaxAudibleDistance( )
{
if (( m_iSoundLevel == SNDLVL_NONE ) || ( m_radius == 0.0f ))
{
m_flMaxRadius = -1.0f;
return;
}
// Sadly, there's no direct way of getting at this.
// We have to do an interative computation.
float flGain = enginesound->GetDistGainFromSoundLevel( m_iSoundLevel, m_radius );
if ( flGain <= MIN_AUDIBLE_VOLUME )
{
m_flMaxRadius = m_radius;
return;
}
float flMinRadius = m_radius;
float flMaxRadius = m_radius * 2;
while ( true )
{
// First, find a min + max range surrounding the desired distance gain
float flGain = enginesound->GetDistGainFromSoundLevel( m_iSoundLevel, flMaxRadius );
if ( flGain <= MIN_AUDIBLE_VOLUME )
break;
// Always audible.
if ( flMaxRadius > 1e5 )
{
m_flMaxRadius = -1.0f;
return;
}
flMinRadius = flMaxRadius;
flMaxRadius *= 2.0f;
}
// Now home in a little bit
int nInterations = 4;
while ( --nInterations >= 0 )
{
float flTestRadius = (flMinRadius + flMaxRadius) * 0.5f;
float flGain = enginesound->GetDistGainFromSoundLevel( m_iSoundLevel, flTestRadius );
if ( flGain <= MIN_AUDIBLE_VOLUME )
{
flMaxRadius = flTestRadius;
}
else
{
flMinRadius = flTestRadius;
}
}
m_flMaxRadius = flMaxRadius;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for changing pitch.
// Input : Float new pitch from 0 - 255 (100 = as recorded).
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputPitch( inputdata_t &inputdata )
{
m_dpv.pitch = clamp( FastFloatToSmallInt( inputdata.value.Float() ), 0, 255 );
SendSound( SND_CHANGE_PITCH );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for changing volume.
// Input : Float new volume, from 0 - 10.
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputVolume( inputdata_t &inputdata )
{
//
// Multiply the input value by ten since volumes are expected to be from 0 - 100.
//
m_dpv.vol = clamp( RoundFloatToInt( inputdata.value.Float() * 10.f ), 0, 100 );
m_dpv.volfrac = m_dpv.vol << 8;
SendSound( SND_CHANGE_VOL );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for fading in volume over time.
// Input : Float volume fade in time 0 - 100 seconds
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputFadeIn( inputdata_t &inputdata )
{
// cancel any fade out that might be happening
m_dpv.fadeout = 0;
m_dpv.fadein = inputdata.value.Float();
if (m_dpv.fadein > 100) m_dpv.fadein = 100;
if (m_dpv.fadein < 0) m_dpv.fadein = 0;
if (m_dpv.fadein > 0)
m_dpv.fadein = ( 100 << 8 ) / ( m_dpv.fadein * AMBIENT_GENERIC_UPDATE_RATE );
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for fading out volume over time.
// Input : Float volume fade out time 0 - 100 seconds
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputFadeOut( inputdata_t &inputdata )
{
// cancel any fade in that might be happening
m_dpv.fadein = 0;
m_dpv.fadeout = inputdata.value.Float();
if (m_dpv.fadeout > 100) m_dpv.fadeout = 100;
if (m_dpv.fadeout < 0) m_dpv.fadeout = 0;
if (m_dpv.fadeout > 0)
m_dpv.fadeout = ( 100 << 8 ) / ( m_dpv.fadeout * AMBIENT_GENERIC_UPDATE_RATE );
SetNextThink( gpGlobals->curtime + 0.1f );
}
void CAmbientGeneric::ValidateSoundFile( void )
{
if ( m_iszSound == NULL_STRING )
{
m_iszPrevSound = NULL_STRING;
m_szSoundFile[0] = 0;
return;
}
if ( m_iszSound == m_iszPrevSound )
return;
m_iszPrevSound = m_iszSound;
char *szSoundFile = (char *)STRING( m_iszSound );
if ( V_strlen( szSoundFile ) < 1 )
return;
char szPathTest[MAX_PATH] = { 0 };
char szNewSoundFile[MAX_PATH] = { 0 };
// try to fix some legacy ambient generic entities that still use .wav file references for vo sounds instead of .mp3
if ( V_strncmp( szSoundFile, "vo", 2 ) == 0 )
{
const char *pszExt = V_GetFileExtension( szSoundFile );
if ( pszExt && pszExt[0] && FStrEq( pszExt, "wav" ) )
{
V_sprintf_safe( szPathTest, "sound/%s", szSoundFile );
if ( !g_pFullFileSystem->FileExists( szPathTest ) )
{
V_strcpy_safe( szNewSoundFile, szSoundFile );
V_SetExtension( szNewSoundFile, ".mp3", ARRAYSIZE( szNewSoundFile ) );
V_sprintf_safe( szPathTest, "sound/%s", szNewSoundFile );
if ( g_pFullFileSystem->FileExists( szPathTest ) )
{
szSoundFile = szNewSoundFile;
}
}
}
}
V_strcpy_safe( m_szSoundFile, szSoundFile );
}
void CAmbientGeneric::Precache( void )
{
if ( V_strlen( m_szSoundFile ) > 1 )
{
if ( m_szSoundFile[0] != '!' )
{
PrecacheScriptSound( m_szSoundFile );
}
}
if ( !FBitSet (m_spawnflags, SF_AMBIENT_SOUND_START_SILENT ) )
{
// start the sound ASAP
if (m_fLooping)
m_fActive = true;
}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CAmbientGeneric::Activate( void )
{
BaseClass::Activate();
// Initialize sound source. If no source was given, or source can't be found
// then this is the source
if (m_hSoundSource == NULL)
{
if (m_sSourceEntName != NULL_STRING)
{
m_hSoundSource = gEntList.FindEntityByName( NULL, m_sSourceEntName );
if ( m_hSoundSource != NULL )
{
m_nSoundSourceEntIndex = m_hSoundSource->entindex();
}
}
if (m_hSoundSource == NULL)
{
m_hSoundSource = this;
m_nSoundSourceEntIndex = entindex();
}
else
{
if ( !FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE ) )
{
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
}
}
}
#ifdef PORTAL
// This is the only way we can silence the radio sound from the first room without touching them map -- jdw
if ( PortalGameRules() && PortalGameRules()->ShouldRemoveRadio() )
{
if ( V_strcmp( STRING( gpGlobals->mapname ), "testchmb_a_00" ) == 0 ||
V_strcmp( STRING( gpGlobals->mapname ), "testchmb_a_11" ) == 0 ||
V_strcmp( STRING( gpGlobals->mapname ), "testchmb_a_14" ) == 0 )
{
if ( V_strcmp( STRING( GetEntityName() ), "radio_sound" ) == 0 )
{
UTIL_Remove( this );
return;
}
}
}
#endif // PORTAL
// If active start the sound
if ( m_fActive )
{
int flags = SND_SPAWNING;
// If we are loading a saved game, we can't write into the init/signon buffer here, so just issue
// as a regular sound message...
if ( gpGlobals->eLoadType == MapLoad_Transition ||
gpGlobals->eLoadType == MapLoad_LoadGame ||
g_pGameRules->InRoundRestart() )
{
flags = SND_NOFLAGS;
}
// Tracker 76119: 8/12/07 ywb:
// Make sure pitch and volume are set up to the correct value (especially after restoring a .sav file)
flags |= ( SND_CHANGE_PITCH | SND_CHANGE_VOL );
// Don't bother sending over to client if volume is zero, though
if ( m_dpv.vol > 0 )
{
SendSound( (SoundFlags_t)flags );
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
}
//-----------------------------------------------------------------------------
// Rules about which entities need to transmit along with me
//-----------------------------------------------------------------------------
void CAmbientGeneric::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
{
// Ambient generics never transmit; this is just a way for us to ensure
// the sound source gets transmitted; that's why we don't call pInfo->m_pTransmitEdict->Set
if ( !m_hSoundSource || m_hSoundSource == this || !m_fActive )
return;
// Don't bother sending the position of the source if we have to play everywhere
if ( FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE ) )
return;
Assert( pInfo->m_pClientEnt );
CBaseEntity *pClient = (CBaseEntity*)(pInfo->m_pClientEnt->GetUnknown());
if ( !pClient )
return;
// Send the sound source if he's close enough
if ( ( m_flMaxRadius < 0 ) || ( pClient->GetAbsOrigin().DistToSqr( m_hSoundSource->GetAbsOrigin() ) <= m_flMaxRadius * m_flMaxRadius ) )
{
m_hSoundSource->SetTransmit( pInfo, false );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAmbientGeneric::UpdateOnRemove( void )
{
if ( m_fActive )
{
// Stop the sound we're generating
SendSound( SND_STOP );
}
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose: Think at 5hz if we are dynamically modifying pitch or volume of the
// playing sound. This function will ramp pitch and/or volume up or
// down, modify pitch/volume with lfo if active.
//-----------------------------------------------------------------------------
void CAmbientGeneric::RampThink( void )
{
int pitch = m_dpv.pitch;
int vol = m_dpv.vol;
int flags = 0;
int fChanged = 0; // false if pitch and vol remain unchanged this round
int prev;
if (!m_dpv.spinup && !m_dpv.spindown && !m_dpv.fadein && !m_dpv.fadeout && !m_dpv.lfotype)
return; // no ramps or lfo, stop thinking
// ==============
// pitch envelope
// ==============
if (m_dpv.spinup || m_dpv.spindown)
{
prev = m_dpv.pitchfrac >> 8;
if (m_dpv.spinup > 0)
m_dpv.pitchfrac += m_dpv.spinup;
else if (m_dpv.spindown > 0)
m_dpv.pitchfrac -= m_dpv.spindown;
pitch = m_dpv.pitchfrac >> 8;
if (pitch > m_dpv.pitchrun)
{
pitch = m_dpv.pitchrun;
m_dpv.spinup = 0; // done with ramp up
}
if (pitch < m_dpv.pitchstart)
{
pitch = m_dpv.pitchstart;
m_dpv.spindown = 0; // done with ramp down
// shut sound off
SendSound( SND_STOP );
// return without setting m_flNextThink
return;
}
if (pitch > 255) pitch = 255;
if (pitch < 1) pitch = 1;
m_dpv.pitch = pitch;
fChanged |= (prev != pitch);
flags |= SND_CHANGE_PITCH;
}
// ==================
// amplitude envelope
// ==================
if (m_dpv.fadein || m_dpv.fadeout)
{
prev = m_dpv.volfrac >> 8;
if (m_dpv.fadein > 0)
m_dpv.volfrac += m_dpv.fadein;
else if (m_dpv.fadeout > 0)
m_dpv.volfrac -= m_dpv.fadeout;
vol = m_dpv.volfrac >> 8;
if (vol > m_dpv.volrun)
{
vol = m_dpv.volrun;
m_dpv.volfrac = vol << 8;
m_dpv.fadein = 0; // done with ramp up
}
if (vol < m_dpv.volstart)
{
vol = m_dpv.volstart;
m_dpv.vol = vol;
m_dpv.volfrac = vol << 8;
m_dpv.fadeout = 0; // done with ramp down
// shut sound off
SendSound( SND_STOP );
// return without setting m_flNextThink
return;
}
if (vol > 100)
{
vol = 100;
m_dpv.volfrac = vol << 8;
}
if (vol < 1)
{
vol = 1;
m_dpv.volfrac = vol << 8;
}
m_dpv.vol = vol;
fChanged |= (prev != vol);
flags |= SND_CHANGE_VOL;
}
// ===================
// pitch/amplitude LFO
// ===================
if (m_dpv.lfotype)
{
int pos;
if (m_dpv.lfofrac > 0x6fffffff)
m_dpv.lfofrac = 0;
// update lfo, lfofrac/255 makes a triangle wave 0-255
m_dpv.lfofrac += m_dpv.lforate;
pos = m_dpv.lfofrac >> 8;
if (m_dpv.lfofrac < 0)
{
m_dpv.lfofrac = 0;
m_dpv.lforate = abs(m_dpv.lforate);
pos = 0;
}
else if (pos > 255)
{
pos = 255;
m_dpv.lfofrac = (255 << 8);
m_dpv.lforate = -abs(m_dpv.lforate);
}
switch(m_dpv.lfotype)
{
case LFO_SQUARE:
if (pos < 128)
m_dpv.lfomult = 255;
else
m_dpv.lfomult = 0;
break;
case LFO_RANDOM:
if (pos == 255)
m_dpv.lfomult = random->RandomInt(0, 255);
break;
case LFO_TRIANGLE:
default:
m_dpv.lfomult = pos;
break;
}
if (m_dpv.lfomodpitch)
{
prev = pitch;
// pitch 0-255
pitch += ((m_dpv.lfomult - 128) * m_dpv.lfomodpitch) / 100;
if (pitch > 255) pitch = 255;
if (pitch < 1) pitch = 1;
fChanged |= (prev != pitch);
flags |= SND_CHANGE_PITCH;
}
if (m_dpv.lfomodvol)
{
// vol 0-100
prev = vol;
vol += ((m_dpv.lfomult - 128) * m_dpv.lfomodvol) / 100;
if (vol > 100) vol = 100;
if (vol < 0) vol = 0;
fChanged |= (prev != vol);
flags |= SND_CHANGE_VOL;
}
}
// Send update to playing sound only if we actually changed
// pitch or volume in this routine.
if (flags && fChanged)
{
if (pitch == PITCH_NORM)
pitch = PITCH_NORM + 1; // don't send 'no pitch' !
CBaseEntity* pSoundSource = m_hSoundSource;
if (pSoundSource)
{
ValidateSoundFile();
UTIL_EmitAmbientSound(pSoundSource->GetSoundSourceIndex(), pSoundSource->GetAbsOrigin(),
m_szSoundFile, ( vol * 0.01 ), m_iSoundLevel, flags, pitch );
}
}
// update ramps at 5hz
SetNextThink( gpGlobals->curtime + AMBIENT_GENERIC_THINK_DELAY );
return;
}
//-----------------------------------------------------------------------------
// Purpose: Init all ramp params in preparation to play a new sound.
//-----------------------------------------------------------------------------
void CAmbientGeneric::InitModulationParms(void)
{
int pitchinc;
m_dpv.volrun = m_iHealth * 10; // 0 - 100
if (m_dpv.volrun > 100) m_dpv.volrun = 100;
if (m_dpv.volrun < 0) m_dpv.volrun = 0;
// get presets
if (m_dpv.preset != 0 && m_dpv.preset <= CDPVPRESETMAX)
{
// load preset values
m_dpv = rgdpvpreset[m_dpv.preset - 1];
// fixup preset values, just like
// fixups in KeyValue routine.
if (m_dpv.spindown > 0)
m_dpv.spindown = (101 - m_dpv.spindown) * 64;
if (m_dpv.spinup > 0)
m_dpv.spinup = (101 - m_dpv.spinup) * 64;
m_dpv.volstart *= 10;
m_dpv.volrun *= 10;
if (m_dpv.fadein > 0)
m_dpv.fadein = (101 - m_dpv.fadein) * 64;
if (m_dpv.fadeout > 0)
m_dpv.fadeout = (101 - m_dpv.fadeout) * 64;
m_dpv.lforate *= 256;
m_dpv.fadeinsav = m_dpv.fadein;
m_dpv.fadeoutsav = m_dpv.fadeout;
m_dpv.spinupsav = m_dpv.spinup;
m_dpv.spindownsav = m_dpv.spindown;
}
m_dpv.fadein = m_dpv.fadeinsav;
m_dpv.fadeout = 0;
if (m_dpv.fadein)
m_dpv.vol = m_dpv.volstart;
else
m_dpv.vol = m_dpv.volrun;
m_dpv.spinup = m_dpv.spinupsav;
m_dpv.spindown = 0;
if (m_dpv.spinup)
m_dpv.pitch = m_dpv.pitchstart;
else
m_dpv.pitch = m_dpv.pitchrun;
if (m_dpv.pitch == 0)
m_dpv.pitch = PITCH_NORM;
m_dpv.pitchfrac = m_dpv.pitch << 8;
m_dpv.volfrac = m_dpv.vol << 8;
m_dpv.lfofrac = 0;
m_dpv.lforate = abs(m_dpv.lforate);
m_dpv.cspincount = 1;
if (m_dpv.cspinup)
{
pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup;
m_dpv.pitchrun = m_dpv.pitchstart + pitchinc;
if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255;
}
if ((m_dpv.spinupsav || m_dpv.spindownsav || (m_dpv.lfotype && m_dpv.lfomodpitch))
&& (m_dpv.pitch == PITCH_NORM))
m_dpv.pitch = PITCH_NORM + 1; // must never send 'no pitch' as first pitch
// if we intend to pitch shift later!
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that begins playing the sound.
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputPlaySound( inputdata_t &inputdata )
{
if (!m_fActive)
{
//Adrian: Stop our current sound before starting a new one!
SendSound( SND_STOP );
ToggleSound();
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that stops playing the sound.
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputStopSound( inputdata_t &inputdata )
{
if (m_fActive)
{
ToggleSound();
}
}
void CAmbientGeneric::SendSound( SoundFlags_t flags)
{
ValidateSoundFile();
CBaseEntity* pSoundSource = m_hSoundSource;
if ( pSoundSource )
{
if ( flags == SND_STOP )
{
UTIL_EmitAmbientSound( pSoundSource->GetSoundSourceIndex(), pSoundSource->GetAbsOrigin(), m_szSoundFile,
0, SNDLVL_NONE, flags, 0);
}
else
{
UTIL_EmitAmbientSound( pSoundSource->GetSoundSourceIndex(), pSoundSource->GetAbsOrigin(), m_szSoundFile,
(m_dpv.vol * 0.01), m_iSoundLevel, flags, m_dpv.pitch);
}
}
else
{
if ( ( flags == SND_STOP ) &&
( m_nSoundSourceEntIndex != -1 ) )
{
UTIL_EmitAmbientSound( m_nSoundSourceEntIndex, GetAbsOrigin(), m_szSoundFile,
0, SNDLVL_NONE, flags, 0);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that stops playing the sound.
//-----------------------------------------------------------------------------
void CAmbientGeneric::InputToggleSound( inputdata_t &inputdata )
{
ToggleSound();
}
//-----------------------------------------------------------------------------
// Purpose: Turns an ambient sound on or off. If the ambient is a looping sound,
// mark sound as active (m_fActive) if it's playing, innactive if not.
// If the sound is not a looping sound, never mark it as active.
// Input : pActivator -
// pCaller -
// useType -
// value -
//-----------------------------------------------------------------------------
void CAmbientGeneric::ToggleSound()
{
// m_fActive is true only if a looping sound is playing.
if ( m_fActive )
{// turn sound off
if (m_dpv.cspinup)
{
// Don't actually shut off. Each toggle causes
// incremental spinup to max pitch
if (m_dpv.cspincount <= m_dpv.cspinup)
{
int pitchinc;
// start a new spinup
m_dpv.cspincount++;
pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup;
m_dpv.spinup = m_dpv.spinupsav;
m_dpv.spindown = 0;
m_dpv.pitchrun = m_dpv.pitchstart + pitchinc * m_dpv.cspincount;
if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255;
SetNextThink( gpGlobals->curtime + 0.1f );
}
}
else
{
m_fActive = false;
// HACKHACK - this makes the code in Precache() work properly after a save/restore
m_spawnflags |= SF_AMBIENT_SOUND_START_SILENT;
if (m_dpv.spindownsav || m_dpv.fadeoutsav)
{
// spin it down (or fade it) before shutoff if spindown is set
m_dpv.spindown = m_dpv.spindownsav;
m_dpv.spinup = 0;
m_dpv.fadeout = m_dpv.fadeoutsav;
m_dpv.fadein = 0;
SetNextThink( gpGlobals->curtime + 0.1f );
}
else
{
SendSound( SND_STOP ); // stop sound
}
}
}
else
{// turn sound on
// only toggle if this is a looping sound. If not looping, each
// trigger will cause the sound to play. If the sound is still
// playing from a previous trigger press, it will be shut off
// and then restarted.
if (m_fLooping)
m_fActive = true;
else
{
// shut sound off now - may be interrupting a long non-looping sound
SendSound( SND_STOP ); // stop sound
}
// init all ramp params for startup
InitModulationParms();
SendSound( SND_NOFLAGS ); // send sound
SetNextThink( gpGlobals->curtime + 0.1f );
}
}
// KeyValue - load keyvalue pairs into member data of the
// ambient generic. NOTE: called BEFORE spawn!
bool CAmbientGeneric::KeyValue( const char *szKeyName, const char *szValue )
{
// NOTE: changing any of the modifiers in this code
// NOTE: also requires changing InitModulationParms code.
// preset
if (FStrEq(szKeyName, "preset"))
{
m_dpv.preset = atoi(szValue);
}
// pitchrun
else if (FStrEq(szKeyName, "pitch"))
{
m_dpv.pitchrun = atoi(szValue);
if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255;
if (m_dpv.pitchrun < 0) m_dpv.pitchrun = 0;
}
// pitchstart
else if (FStrEq(szKeyName, "pitchstart"))
{
m_dpv.pitchstart = atoi(szValue);
if (m_dpv.pitchstart > 255) m_dpv.pitchstart = 255;
if (m_dpv.pitchstart < 0) m_dpv.pitchstart = 0;
}
// spinup
else if (FStrEq(szKeyName, "spinup"))
{
m_dpv.spinup = atoi(szValue);
if (m_dpv.spinup > 100) m_dpv.spinup = 100;
if (m_dpv.spinup < 0) m_dpv.spinup = 0;
if (m_dpv.spinup > 0)
m_dpv.spinup = (101 - m_dpv.spinup) * 64;
m_dpv.spinupsav = m_dpv.spinup;
}
// spindown
else if (FStrEq(szKeyName, "spindown"))
{
m_dpv.spindown = atoi(szValue);
if (m_dpv.spindown > 100) m_dpv.spindown = 100;
if (m_dpv.spindown < 0) m_dpv.spindown = 0;
if (m_dpv.spindown > 0)
m_dpv.spindown = (101 - m_dpv.spindown) * 64;
m_dpv.spindownsav = m_dpv.spindown;
}
// volstart
else if (FStrEq(szKeyName, "volstart"))
{
m_dpv.volstart = atoi(szValue);
if (m_dpv.volstart > 10) m_dpv.volstart = 10;
if (m_dpv.volstart < 0) m_dpv.volstart = 0;
m_dpv.volstart *= 10; // 0 - 100
}
// legacy fadein
else if (FStrEq(szKeyName, "fadein"))
{
m_dpv.fadein = atoi(szValue);
if (m_dpv.fadein > 100) m_dpv.fadein = 100;
if (m_dpv.fadein < 0) m_dpv.fadein = 0;
if (m_dpv.fadein > 0)
m_dpv.fadein = (101 - m_dpv.fadein) * 64;
m_dpv.fadeinsav = m_dpv.fadein;
}
// legacy fadeout
else if (FStrEq(szKeyName, "fadeout"))
{
m_dpv.fadeout = atoi(szValue);
if (m_dpv.fadeout > 100) m_dpv.fadeout = 100;
if (m_dpv.fadeout < 0) m_dpv.fadeout = 0;
if (m_dpv.fadeout > 0)
m_dpv.fadeout = (101 - m_dpv.fadeout) * 64;
m_dpv.fadeoutsav = m_dpv.fadeout;
}
// fadeinsecs
else if (FStrEq(szKeyName, "fadeinsecs"))
{
m_dpv.fadein = atoi(szValue);
if (m_dpv.fadein > 100) m_dpv.fadein = 100;
if (m_dpv.fadein < 0) m_dpv.fadein = 0;
if (m_dpv.fadein > 0)
m_dpv.fadein = ( 100 << 8 ) / ( m_dpv.fadein * AMBIENT_GENERIC_UPDATE_RATE );
m_dpv.fadeinsav = m_dpv.fadein;
}
// fadeoutsecs
else if (FStrEq(szKeyName, "fadeoutsecs"))
{
m_dpv.fadeout = atoi(szValue);
if (m_dpv.fadeout > 100) m_dpv.fadeout = 100;
if (m_dpv.fadeout < 0) m_dpv.fadeout = 0;
if (m_dpv.fadeout > 0)
m_dpv.fadeout = ( 100 << 8 ) / ( m_dpv.fadeout * AMBIENT_GENERIC_UPDATE_RATE );
m_dpv.fadeoutsav = m_dpv.fadeout;
}
// lfotype
else if (FStrEq(szKeyName, "lfotype"))
{
m_dpv.lfotype = atoi(szValue);
if (m_dpv.lfotype > 4) m_dpv.lfotype = LFO_TRIANGLE;
}
// lforate
else if (FStrEq(szKeyName, "lforate"))
{
m_dpv.lforate = atoi(szValue);
if (m_dpv.lforate > 1000) m_dpv.lforate = 1000;
if (m_dpv.lforate < 0) m_dpv.lforate = 0;
m_dpv.lforate *= 256;
}
// lfomodpitch
else if (FStrEq(szKeyName, "lfomodpitch"))
{
m_dpv.lfomodpitch = atoi(szValue);
if (m_dpv.lfomodpitch > 100) m_dpv.lfomodpitch = 100;
if (m_dpv.lfomodpitch < 0) m_dpv.lfomodpitch = 0;
}
// lfomodvol
else if (FStrEq(szKeyName, "lfomodvol"))
{
m_dpv.lfomodvol = atoi(szValue);
if (m_dpv.lfomodvol > 100) m_dpv.lfomodvol = 100;
if (m_dpv.lfomodvol < 0) m_dpv.lfomodvol = 0;
}
// cspinup
else if (FStrEq(szKeyName, "cspinup"))
{
m_dpv.cspinup = atoi(szValue);
if (m_dpv.cspinup > 100) m_dpv.cspinup = 100;
if (m_dpv.cspinup < 0) m_dpv.cspinup = 0;
}
else
return BaseClass::KeyValue( szKeyName, szValue );
return true;
}
// =================== ROOM SOUND FX ==========================================
// ==================== SENTENCE GROUPS, UTILITY FUNCTIONS ======================================
int fSentencesInit = false;
// ===================== SENTENCE GROUPS, MAIN ROUTINES ========================
// given sentence group index, play random sentence for given entity.
// returns sentenceIndex - which sentence was picked
// Ipick is only needed if you plan on stopping the sound before playback is done (see SENTENCEG_Stop).
// sentenceIndex can be used to find the name/length of the sentence
int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg,
float volume, soundlevel_t soundlevel, int flags, int pitch)
{
char name[64];
int ipick;
if (!fSentencesInit)
return -1;
name[0] = 0;
ipick = engine->SentenceGroupPick( isentenceg, name, sizeof( name ) );
if ( ( ipick > 0 ) && name[0] )
{
int sentenceIndex = SENTENCEG_Lookup( name );
CPASAttenuationFilter filter( GetContainingEntity( entity ), soundlevel );
CBaseEntity::EmitSentenceByIndex( filter, ENTINDEX(entity), CHAN_VOICE, sentenceIndex, volume, soundlevel, flags, pitch );
return sentenceIndex;
}
return -1;
}
//-----------------------------------------------------------------------------
// Picks a sentence, but doesn't play it
//-----------------------------------------------------------------------------
int SENTENCEG_PickRndSz(const char *szgroupname)
{
char name[64];
int ipick;
int isentenceg;
if (!fSentencesInit)
return -1;
name[0] = 0;
isentenceg = engine->SentenceGroupIndexFromName(szgroupname);
if (isentenceg < 0)
{
Warning( "No such sentence group %s\n", szgroupname );
return -1;
}
ipick = engine->SentenceGroupPick(isentenceg, name, sizeof( name ));
if (ipick >= 0 && name[0])
{
return SENTENCEG_Lookup( name );
}
return -1;
}
//-----------------------------------------------------------------------------
// Plays a sentence by sentence index
//-----------------------------------------------------------------------------
void SENTENCEG_PlaySentenceIndex( edict_t *entity, int iSentenceIndex, float volume, soundlevel_t soundlevel, int flags, int pitch )
{
if ( iSentenceIndex >= 0 )
{
CPASAttenuationFilter filter( GetContainingEntity( entity ), soundlevel );
CBaseEntity::EmitSentenceByIndex( filter, ENTINDEX(entity), CHAN_VOICE, iSentenceIndex, volume, soundlevel, flags, pitch );
}
}
int SENTENCEG_PlayRndSz(edict_t *entity, const char *szgroupname,
float volume, soundlevel_t soundlevel, int flags, int pitch)
{
char name[64];
int ipick;
int isentenceg;
if (!fSentencesInit)
return -1;
name[0] = 0;
isentenceg = engine->SentenceGroupIndexFromName(szgroupname);
if (isentenceg < 0)
{
Warning( "No such sentence group %s\n", szgroupname );
return -1;
}
ipick = engine->SentenceGroupPick(isentenceg, name, sizeof( name ));
if (ipick >= 0 && name[0])
{
int sentenceIndex = SENTENCEG_Lookup( name );
CPASAttenuationFilter filter( GetContainingEntity( entity ), soundlevel );
CBaseEntity::EmitSentenceByIndex( filter, ENTINDEX(entity), CHAN_VOICE, sentenceIndex, volume, soundlevel, flags, pitch );
return sentenceIndex;
}
return -1;
}
// play sentences in sequential order from sentence group. Reset after last sentence.
int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szgroupname,
float volume, soundlevel_t soundlevel, int flags, int pitch, int ipick, int freset)
{
char name[64];
int ipicknext;
int isentenceg;
if (!fSentencesInit)
return -1;
name[0] = 0;
isentenceg = engine->SentenceGroupIndexFromName(szgroupname);
if (isentenceg < 0)
return -1;
ipicknext = engine->SentenceGroupPickSequential(isentenceg, name, sizeof( name ), ipick, freset);
if (ipicknext >= 0 && name[0])
{
int sentenceIndex = SENTENCEG_Lookup( name );
CPASAttenuationFilter filter( GetContainingEntity( entity ), soundlevel );
CBaseEntity::EmitSentenceByIndex( filter, ENTINDEX(entity), CHAN_VOICE, sentenceIndex, volume, soundlevel, flags, pitch );
return sentenceIndex;
}
return -1;
}
#if 0
// for this entity, for the given sentence within the sentence group, stop
// the sentence.
void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick)
{
char buffer[64];
char sznum[8];
if (!fSentencesInit)
return;
if (isentenceg < 0 || ipick < 0)
return;
Q_snprintf(buffer,sizeof(buffer),"!%s%d", engine->SentenceGroupNameFromIndex( isentenceg ), ipick );
UTIL_StopSound(entity, CHAN_VOICE, buffer);
}
#endif
// open sentences.txt, scan for groups, build rgsentenceg
// Should be called from world spawn, only works on the
// first call and is ignored subsequently.
void SENTENCEG_Init()
{
if (fSentencesInit)
return;
engine->PrecacheSentenceFile( "scripts/sentences.txt" );
fSentencesInit = true;
}
// convert sentence (sample) name to !sentencenum, return !sentencenum
int SENTENCEG_Lookup(const char *sample)
{
return engine->SentenceIndexFromName( sample + 1 );
}
int SENTENCEG_GetIndex(const char *szrootname)
{
return engine->SentenceGroupIndexFromName( szrootname );
}
void UTIL_RestartAmbientSounds( void )
{
CAmbientGeneric *pAmbient = NULL;
while ( ( pAmbient = (CAmbientGeneric*) gEntList.FindEntityByClassname( pAmbient, "ambient_generic" ) ) != NULL )
{
if ( pAmbient->m_fActive )
{
if ( V_strstr( pAmbient->m_szSoundFile, "mp3" ) )
{
pAmbient->SendSound( SND_CHANGE_VOL ); // fake a change, so we don't create 2 sounds
}
pAmbient->SendSound( SND_CHANGE_VOL ); // fake a change, so we don't create 2 sounds
}
}
}
// play a specific sentence over the HEV suit speaker - just pass player entity, and !sentencename
void UTIL_EmitSoundSuit(edict_t *entity, const char *sample)
{
float fvol;
int pitch = PITCH_NORM;
fvol = suitvolume.GetFloat();
if (random->RandomInt(0,1))
pitch = random->RandomInt(0,6) + 98;
// If friendlies are talking, reduce the volume of the suit
if ( !g_AIFriendliesTalkSemaphore.IsAvailable( GetContainingEntity( entity ) ) )
{
fvol *= 0.3;
}
if (fvol > 0.05)
{
CPASAttenuationFilter filter( GetContainingEntity( entity ) );
filter.MakeReliable();
EmitSound_t ep;
ep.m_nChannel = CHAN_STATIC;
ep.m_pSoundName = sample;
ep.m_flVolume = fvol;
ep.m_SoundLevel = SNDLVL_NORM;
ep.m_nPitch = pitch;
CBaseEntity::EmitSound( filter, ENTINDEX(entity), ep );
}
}
// play a sentence, randomly selected from the passed in group id, over the HEV suit speaker
int UTIL_EmitGroupIDSuit(edict_t *entity, int isentenceg)
{
float fvol;
int pitch = PITCH_NORM;
int sentenceIndex = -1;
fvol = suitvolume.GetFloat();
if (random->RandomInt(0,1))
pitch = random->RandomInt(0,6) + 98;
// If friendlies are talking, reduce the volume of the suit
if ( !g_AIFriendliesTalkSemaphore.IsAvailable( GetContainingEntity( entity ) ) )
{
fvol *= 0.3;
}
if (fvol > 0.05)
sentenceIndex = SENTENCEG_PlayRndI(entity, isentenceg, fvol, SNDLVL_NORM, 0, pitch);
return sentenceIndex;
}
// play a sentence, randomly selected from the passed in groupname
int UTIL_EmitGroupnameSuit(edict_t *entity, const char *groupname)
{
float fvol;
int pitch = PITCH_NORM;
int sentenceIndex = -1;
fvol = suitvolume.GetFloat();
if (random->RandomInt(0,1))
pitch = random->RandomInt(0,6) + 98;
// If friendlies are talking, reduce the volume of the suit
if ( !g_AIFriendliesTalkSemaphore.IsAvailable( GetContainingEntity( entity ) ) )
{
fvol *= 0.3;
}
if (fvol > 0.05)
sentenceIndex = SENTENCEG_PlayRndSz(entity, groupname, fvol, SNDLVL_NORM, 0, pitch);
return sentenceIndex;
}
// ===================== MATERIAL TYPE DETECTION, MAIN ROUTINES ========================
//
// Used to detect the texture the player is standing on, map the
// texture name to a material type. Play footstep sound based
// on material type.
char TEXTURETYPE_Find( trace_t *ptr )
{
const surfacedata_t *psurfaceData = physprops->GetSurfaceData( ptr->surface.surfaceProps );
return psurfaceData->game.material;
}