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