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2020-08-04 13:13:01 -04:00

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C++

//========= 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 "engine/SndInfo.h"
#include "interface.h"
#include "irecipientfilter.h"
#include "soundflags.h"
#include "utlvector.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