diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/soundscape_system.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/soundscape_system.cpp')
| -rw-r--r-- | mp/src/game/server/soundscape_system.cpp | 916 |
1 files changed, 458 insertions, 458 deletions
diff --git a/mp/src/game/server/soundscape_system.cpp b/mp/src/game/server/soundscape_system.cpp index 571c49db..29b29402 100644 --- a/mp/src/game/server/soundscape_system.cpp +++ b/mp/src/game/server/soundscape_system.cpp @@ -1,458 +1,458 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-
-#include "cbase.h"
-#include "soundscape_system.h"
-#include "soundscape.h"
-#include "KeyValues.h"
-#include "filesystem.h"
-#include "game.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define SOUNDSCAPE_MANIFEST_FILE "scripts/soundscapes_manifest.txt"
-
-CON_COMMAND(soundscape_flush, "Flushes the server & client side soundscapes")
-{
- CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
- if ( engine->IsDedicatedServer() )
- {
- // If it's a dedicated server, only the server console can run this.
- if ( pPlayer )
- return;
- }
- else
- {
- // If it's a listen server, only the listen server host can run this.
- if ( !pPlayer || pPlayer != UTIL_GetListenServerHost() )
- return;
- }
-
- g_SoundscapeSystem.FlushSoundscapes(); // don't bother forgetting about the entities
- g_SoundscapeSystem.Init();
-
-
- if ( engine->IsDedicatedServer() )
- {
- // If the ds console typed it, send it to everyone.
- for ( int i = 1; i <= gpGlobals->maxClients; i++ )
- {
- CBasePlayer *pSendToPlayer = UTIL_PlayerByIndex( i );
- if ( pSendToPlayer )
- engine->ClientCommand( pSendToPlayer->edict(), "cl_soundscape_flush\n" );
- }
- }
- else
- {
- engine->ClientCommand( pPlayer->edict(), "cl_soundscape_flush\n" );
- }
-}
-
-CSoundscapeSystem g_SoundscapeSystem( "CSoundscapeSystem" );
-
-extern ConVar soundscape_debug;
-
-void CSoundscapeSystem::AddSoundscapeFile( const char *filename )
-{
- MEM_ALLOC_CREDIT();
- // Open the soundscape data file, and abort if we can't
- KeyValues *pKeyValuesData = new KeyValues( filename );
- if ( filesystem->LoadKeyValues( *pKeyValuesData, IFileSystem::TYPE_SOUNDSCAPE, filename, "GAME" ) )
- {
- // parse out all of the top level sections and save their names
- KeyValues *pKeys = pKeyValuesData;
- while ( pKeys )
- {
- if ( pKeys->GetFirstSubKey() )
- {
- if ( g_pDeveloper->GetBool() )
- {
- if ( strstr( pKeys->GetName(), "{" ) )
- {
- Msg("Error parsing soundscape file %s after %s\n", filename, m_soundscapeCount>0 ?m_soundscapes.GetStringText( m_soundscapeCount-1 ) : "FIRST" );
- }
- }
- m_soundscapes.AddString( pKeys->GetName(), m_soundscapeCount );
-
- if ( IsX360() )
- {
- AddSoundscapeSounds( pKeys, m_soundscapeCount );
- }
- m_soundscapeCount++;
- }
- pKeys = pKeys->GetNextKey();
- }
- }
- pKeyValuesData->deleteThis();
-}
-
-CON_COMMAND_F( sv_soundscape_printdebuginfo, "print soundscapes", FCVAR_DEVELOPMENTONLY )
-{
- if ( !UTIL_IsCommandIssuedByServerAdmin() )
- return;
-
- g_SoundscapeSystem.PrintDebugInfo();
-}
-
-
-void CSoundscapeSystem::PrintDebugInfo()
-{
- Msg( "\n------- SERVER SOUNDSCAPES -------\n" );
- for ( int key=m_soundscapes.First(); key != m_soundscapes.InvalidIndex(); key = m_soundscapes.Next( key ) )
- {
- int id = m_soundscapes.GetIDForKey( key );
- const char *pName = m_soundscapes.GetStringForKey( key );
-
- Msg( "- %d: %s\n", id, pName );
- }
- Msg( "-------- SOUNDSCAPE ENTITIES -----\n" );
- for( int entityIndex = 0; entityIndex < m_soundscapeEntities.Size(); ++entityIndex )
- {
- CEnvSoundscape *currentSoundscape = m_soundscapeEntities[entityIndex];
- Msg("- %d: %s x:%.4f y:%.4f z:%.4f\n",
- entityIndex,
- STRING(currentSoundscape->GetSoundscapeName()),
- currentSoundscape->GetAbsOrigin().x,
- currentSoundscape->GetAbsOrigin().y,
- currentSoundscape->GetAbsOrigin().z
- );
- }
- Msg( "----------------------------------\n\n" );
-}
-
-bool CSoundscapeSystem::Init()
-{
- m_soundscapeCount = 0;
-
- const char *mapname = STRING( gpGlobals->mapname );
- const char *mapSoundscapeFilename = NULL;
- if ( mapname && *mapname )
- {
- mapSoundscapeFilename = UTIL_VarArgs( "scripts/soundscapes_%s.txt", mapname );
- }
-
- KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE );
- if ( filesystem->LoadKeyValues( *manifest, IFileSystem::TYPE_SOUNDSCAPE, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) )
- {
- for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
- {
- if ( !Q_stricmp( sub->GetName(), "file" ) )
- {
- // Add
- AddSoundscapeFile( sub->GetString() );
- if ( mapSoundscapeFilename && FStrEq( sub->GetString(), mapSoundscapeFilename ) )
- {
- mapSoundscapeFilename = NULL; // we've already loaded the map's soundscape
- }
- continue;
- }
-
- Warning( "CSoundscapeSystem::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n",
- SOUNDSCAPE_MANIFEST_FILE, sub->GetName() );
- }
-
- if ( mapSoundscapeFilename && filesystem->FileExists( mapSoundscapeFilename ) )
- {
- AddSoundscapeFile( mapSoundscapeFilename );
- }
- }
- else
- {
- Error( "Unable to load manifest file '%s'\n", SOUNDSCAPE_MANIFEST_FILE );
- }
- manifest->deleteThis();
- m_activeIndex = 0;
-
- return true;
-}
-
-void CSoundscapeSystem::FlushSoundscapes( void )
-{
- m_soundscapeCount = 0;
- m_soundscapes.ClearStrings();
-}
-
-void CSoundscapeSystem::Shutdown()
-{
- FlushSoundscapes();
- m_soundscapeEntities.RemoveAll();
- m_activeIndex = 0;
-
- if ( IsX360() )
- {
- m_soundscapeSounds.Purge();
- }
-}
-
-void CSoundscapeSystem::LevelInitPreEntity()
-{
- g_SoundscapeSystem.Shutdown();
- g_SoundscapeSystem.Init();
-}
-
-void CSoundscapeSystem::LevelInitPostEntity()
-{
- if ( IsX360() )
- {
- m_soundscapeSounds.Purge();
- }
- CUtlVector<bbox_t> clusterbounds;
- int clusterCount = engine->GetClusterCount();
- clusterbounds.SetCount( clusterCount );
- engine->GetAllClusterBounds( clusterbounds.Base(), clusterCount );
- m_soundscapesInCluster.SetCount(clusterCount);
- for ( int i = 0; i < clusterCount; i++ )
- {
- m_soundscapesInCluster[i].soundscapeCount = 0;
- m_soundscapesInCluster[i].firstSoundscape = 0;
- }
- unsigned char myPVS[16 * 1024];
- CUtlVector<short> clusterIndexList;
- CUtlVector<short> soundscapeIndexList;
-
- // find the clusters visible from each soundscape
- // add this soundscape to the list of soundscapes for that cluster, clip cluster bounds to radius
- for ( int i = 0; i < m_soundscapeEntities.Count(); i++ )
- {
- Vector position = m_soundscapeEntities[i]->GetAbsOrigin();
- float radius = m_soundscapeEntities[i]->m_flRadius;
- float radiusSq = radius * radius;
- engine->GetPVSForCluster( engine->GetClusterForOrigin( position ), sizeof( myPVS ), myPVS );
- for ( int j = 0; j < clusterCount; j++ )
- {
- if ( myPVS[ j >> 3 ] & (1<<(j&7)) )
- {
- float distSq = CalcSqrDistanceToAABB( clusterbounds[j].mins, clusterbounds[j].maxs, position );
- if ( distSq < radiusSq || radius < 0 )
- {
- m_soundscapesInCluster[j].soundscapeCount++;
- clusterIndexList.AddToTail(j);
- // UNDONE: Technically you just need a soundscape index and a count for this list.
- soundscapeIndexList.AddToTail(i);
- }
- }
- }
- }
-
- // basically this part is like a radix sort
- // this is how many entries we need in the soundscape index list
- m_soundscapeIndexList.SetCount(soundscapeIndexList.Count());
-
- // now compute the starting index of each cluster
- int firstSoundscape = 0;
- for ( int i = 0; i < clusterCount; i++ )
- {
- m_soundscapesInCluster[i].firstSoundscape = firstSoundscape;
- firstSoundscape += m_soundscapesInCluster[i].soundscapeCount;
- m_soundscapesInCluster[i].soundscapeCount = 0;
- }
- // now add each soundscape index to the appropriate cluster's list
- // The resulting list is precomputing all soundscapes that need to be checked for a player
- // in each cluster. This is used to accelerate the per-frame operations
- for ( int i = 0; i < soundscapeIndexList.Count(); i++ )
- {
- int cluster = clusterIndexList[i];
- int outIndex = m_soundscapesInCluster[cluster].soundscapeCount + m_soundscapesInCluster[cluster].firstSoundscape;
- m_soundscapesInCluster[cluster].soundscapeCount++;
- m_soundscapeIndexList[outIndex] = soundscapeIndexList[i];
- }
-}
-
-int CSoundscapeSystem::GetSoundscapeIndex( const char *pName )
-{
- return m_soundscapes.GetStringID( pName );
-}
-
-bool CSoundscapeSystem::IsValidIndex( int index )
-{
- if ( index >= 0 && index < m_soundscapeCount )
- return true;
- return false;
-}
-
-void CSoundscapeSystem::AddSoundscapeEntity( CEnvSoundscape *pSoundscape )
-{
- if ( m_soundscapeEntities.Find( pSoundscape ) == -1 )
- {
- int index = m_soundscapeEntities.AddToTail( pSoundscape );
- pSoundscape->m_soundscapeEntityId = index + 1;
- }
-}
-
-void CSoundscapeSystem::RemoveSoundscapeEntity( CEnvSoundscape *pSoundscape )
-{
- m_soundscapeEntities.FindAndRemove( pSoundscape );
- pSoundscape->m_soundscapeEntityId = -1;
-}
-
-void CSoundscapeSystem::FrameUpdatePostEntityThink()
-{
- int total = m_soundscapeEntities.Count();
- if ( total > 0 )
- {
- int traceCount = 0;
- int playerCount = 0;
- // budget tuned for TF. Do a max of 20 traces. That's going to happen anyway because a bunch of the maps
- // use radius -1 for all soundscapes. So to trace one player you'll often need that many and this code must
- // always trace one player's soundscapes.
- // If the map has been optimized, then allow more players to update per frame.
- int maxPlayers = gpGlobals->maxClients / 2;
- // maxPlayers has to be at least 1
- maxPlayers = MAX( 1, maxPlayers );
- int maxTraces = 20;
- if ( soundscape_debug.GetBool() )
- {
- maxTraces = 9999;
- maxPlayers = MAX_PLAYERS;
- }
-
- // load balance across server ticks a bit by limiting the numbers of players (get cluster for origin)
- // and traces processed in a single tick. In single player this will update the player every tick
- // because it always does at least one player's full load of work
- for ( int i = 0; i < gpGlobals->maxClients && traceCount <= maxTraces && playerCount <= maxPlayers; i++ )
- {
- m_activeIndex = (m_activeIndex+1) % gpGlobals->maxClients;
- CBasePlayer *pPlayer = UTIL_PlayerByIndex( m_activeIndex + 1 );
- if ( pPlayer && pPlayer->IsNetClient() )
- {
- // check to see if this is the sound entity that is
- // currently affecting this player
- audioparams_t &audio = pPlayer->GetAudioParams();
-
- // if we got this far, we're looking at an entity that is contending
- // for current player sound. the closest entity to player wins.
- CEnvSoundscape *pCurrent = (CEnvSoundscape *)( audio.ent.Get() );
- if ( pCurrent )
- {
- int nEntIndex = pCurrent->m_soundscapeEntityId - 1;
- NOTE_UNUSED( nEntIndex );
- Assert( m_soundscapeEntities[nEntIndex] == pCurrent );
- }
- ss_update_t update;
- update.pPlayer = pPlayer;
- update.pCurrentSoundscape = pCurrent;
- update.playerPosition = pPlayer->EarPosition();
- update.bInRange = false;
- update.currentDistance = 0;
- update.traceCount = 0;
- if ( pCurrent )
- {
- pCurrent->UpdateForPlayer(update);
- }
-
- int clusterIndex = engine->GetClusterForOrigin( update.playerPosition );
-
- if ( clusterIndex >= 0 && clusterIndex < m_soundscapesInCluster.Count() )
- {
- // find all soundscapes that could possibly attach to this player and update them
- for ( int j = 0; j < m_soundscapesInCluster[clusterIndex].soundscapeCount; j++ )
- {
- int ssIndex = m_soundscapeIndexList[m_soundscapesInCluster[clusterIndex].firstSoundscape + j];
- if ( m_soundscapeEntities[ssIndex] == update.pCurrentSoundscape )
- continue;
- m_soundscapeEntities[ssIndex]->UpdateForPlayer( update );
- }
- }
- playerCount++;
- traceCount += update.traceCount;
- }
- }
- }
-}
-
-void CSoundscapeSystem::AddSoundscapeSounds( KeyValues *pSoundscape, int soundscapeIndex )
-{
- if ( !IsX360() )
- {
- return;
- }
-
- int i = m_soundscapeSounds.AddToTail();
- Assert( i == soundscapeIndex );
-
- KeyValues *pKey = pSoundscape->GetFirstSubKey();
- while ( pKey )
- {
- if ( !Q_strcasecmp( pKey->GetName(), "playlooping" ) )
- {
- KeyValues *pAmbientKey = pKey->GetFirstSubKey();
- while ( pAmbientKey )
- {
- if ( !Q_strcasecmp( pAmbientKey->GetName(), "wave" ) )
- {
- char const *pSoundName = pAmbientKey->GetString();
- m_soundscapeSounds[i].AddToTail( pSoundName );
- }
- pAmbientKey = pAmbientKey->GetNextKey();
- }
- }
- else if ( !Q_strcasecmp( pKey->GetName(), "playrandom" ) )
- {
- KeyValues *pRandomKey = pKey->GetFirstSubKey();
- while ( pRandomKey )
- {
- if ( !Q_strcasecmp( pRandomKey->GetName(), "rndwave" ) )
- {
- KeyValues *pRndWaveKey = pRandomKey->GetFirstSubKey();
- while ( pRndWaveKey )
- {
- if ( !Q_strcasecmp( pRndWaveKey->GetName(), "wave" ) )
- {
- char const *pSoundName = pRndWaveKey->GetString();
- m_soundscapeSounds[i].AddToTail( pSoundName );
- }
- pRndWaveKey = pRndWaveKey->GetNextKey();
- }
- }
- pRandomKey = pRandomKey->GetNextKey();
- }
- }
- else if ( !Q_strcasecmp( pKey->GetName(), "playsoundscape" ) )
- {
- KeyValues *pPlayKey = pKey->GetFirstSubKey();
- while ( pPlayKey )
- {
- if ( !Q_strcasecmp( pPlayKey->GetName(), "name" ) )
- {
- char const *pSoundName = pPlayKey->GetString();
- m_soundscapeSounds[i].AddToTail( pSoundName );
- }
- pPlayKey = pPlayKey->GetNextKey();
- }
- }
- pKey = pKey->GetNextKey();
- }
-}
-
-void CSoundscapeSystem::PrecacheSounds( int soundscapeIndex )
-{
- if ( !IsX360() )
- {
- return;
- }
-
- if ( !IsValidIndex( soundscapeIndex ) )
- {
- return;
- }
-
- int count = m_soundscapeSounds[soundscapeIndex].Count();
- for ( int i=0; i<count; i++ )
- {
- const char *pSound = m_soundscapeSounds[soundscapeIndex][i];
- if ( Q_stristr( pSound, ".wav" ) )
- {
- CBaseEntity::PrecacheSound( pSound );
- }
- else
- {
- // recurse into new soundscape
- PrecacheSounds( GetSoundscapeIndex( pSound ) );
- }
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + + +#include "cbase.h" +#include "soundscape_system.h" +#include "soundscape.h" +#include "KeyValues.h" +#include "filesystem.h" +#include "game.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define SOUNDSCAPE_MANIFEST_FILE "scripts/soundscapes_manifest.txt" + +CON_COMMAND(soundscape_flush, "Flushes the server & client side soundscapes") +{ + CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); + if ( engine->IsDedicatedServer() ) + { + // If it's a dedicated server, only the server console can run this. + if ( pPlayer ) + return; + } + else + { + // If it's a listen server, only the listen server host can run this. + if ( !pPlayer || pPlayer != UTIL_GetListenServerHost() ) + return; + } + + g_SoundscapeSystem.FlushSoundscapes(); // don't bother forgetting about the entities + g_SoundscapeSystem.Init(); + + + if ( engine->IsDedicatedServer() ) + { + // If the ds console typed it, send it to everyone. + for ( int i = 1; i <= gpGlobals->maxClients; i++ ) + { + CBasePlayer *pSendToPlayer = UTIL_PlayerByIndex( i ); + if ( pSendToPlayer ) + engine->ClientCommand( pSendToPlayer->edict(), "cl_soundscape_flush\n" ); + } + } + else + { + engine->ClientCommand( pPlayer->edict(), "cl_soundscape_flush\n" ); + } +} + +CSoundscapeSystem g_SoundscapeSystem( "CSoundscapeSystem" ); + +extern ConVar soundscape_debug; + +void CSoundscapeSystem::AddSoundscapeFile( const char *filename ) +{ + MEM_ALLOC_CREDIT(); + // Open the soundscape data file, and abort if we can't + KeyValues *pKeyValuesData = new KeyValues( filename ); + if ( filesystem->LoadKeyValues( *pKeyValuesData, IFileSystem::TYPE_SOUNDSCAPE, filename, "GAME" ) ) + { + // parse out all of the top level sections and save their names + KeyValues *pKeys = pKeyValuesData; + while ( pKeys ) + { + if ( pKeys->GetFirstSubKey() ) + { + if ( g_pDeveloper->GetBool() ) + { + if ( strstr( pKeys->GetName(), "{" ) ) + { + Msg("Error parsing soundscape file %s after %s\n", filename, m_soundscapeCount>0 ?m_soundscapes.GetStringText( m_soundscapeCount-1 ) : "FIRST" ); + } + } + m_soundscapes.AddString( pKeys->GetName(), m_soundscapeCount ); + + if ( IsX360() ) + { + AddSoundscapeSounds( pKeys, m_soundscapeCount ); + } + m_soundscapeCount++; + } + pKeys = pKeys->GetNextKey(); + } + } + pKeyValuesData->deleteThis(); +} + +CON_COMMAND_F( sv_soundscape_printdebuginfo, "print soundscapes", FCVAR_DEVELOPMENTONLY ) +{ + if ( !UTIL_IsCommandIssuedByServerAdmin() ) + return; + + g_SoundscapeSystem.PrintDebugInfo(); +} + + +void CSoundscapeSystem::PrintDebugInfo() +{ + Msg( "\n------- SERVER SOUNDSCAPES -------\n" ); + for ( int key=m_soundscapes.First(); key != m_soundscapes.InvalidIndex(); key = m_soundscapes.Next( key ) ) + { + int id = m_soundscapes.GetIDForKey( key ); + const char *pName = m_soundscapes.GetStringForKey( key ); + + Msg( "- %d: %s\n", id, pName ); + } + Msg( "-------- SOUNDSCAPE ENTITIES -----\n" ); + for( int entityIndex = 0; entityIndex < m_soundscapeEntities.Size(); ++entityIndex ) + { + CEnvSoundscape *currentSoundscape = m_soundscapeEntities[entityIndex]; + Msg("- %d: %s x:%.4f y:%.4f z:%.4f\n", + entityIndex, + STRING(currentSoundscape->GetSoundscapeName()), + currentSoundscape->GetAbsOrigin().x, + currentSoundscape->GetAbsOrigin().y, + currentSoundscape->GetAbsOrigin().z + ); + } + Msg( "----------------------------------\n\n" ); +} + +bool CSoundscapeSystem::Init() +{ + m_soundscapeCount = 0; + + const char *mapname = STRING( gpGlobals->mapname ); + const char *mapSoundscapeFilename = NULL; + if ( mapname && *mapname ) + { + mapSoundscapeFilename = UTIL_VarArgs( "scripts/soundscapes_%s.txt", mapname ); + } + + KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE ); + if ( filesystem->LoadKeyValues( *manifest, IFileSystem::TYPE_SOUNDSCAPE, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) ) + { + for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) + { + if ( !Q_stricmp( sub->GetName(), "file" ) ) + { + // Add + AddSoundscapeFile( sub->GetString() ); + if ( mapSoundscapeFilename && FStrEq( sub->GetString(), mapSoundscapeFilename ) ) + { + mapSoundscapeFilename = NULL; // we've already loaded the map's soundscape + } + continue; + } + + Warning( "CSoundscapeSystem::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n", + SOUNDSCAPE_MANIFEST_FILE, sub->GetName() ); + } + + if ( mapSoundscapeFilename && filesystem->FileExists( mapSoundscapeFilename ) ) + { + AddSoundscapeFile( mapSoundscapeFilename ); + } + } + else + { + Error( "Unable to load manifest file '%s'\n", SOUNDSCAPE_MANIFEST_FILE ); + } + manifest->deleteThis(); + m_activeIndex = 0; + + return true; +} + +void CSoundscapeSystem::FlushSoundscapes( void ) +{ + m_soundscapeCount = 0; + m_soundscapes.ClearStrings(); +} + +void CSoundscapeSystem::Shutdown() +{ + FlushSoundscapes(); + m_soundscapeEntities.RemoveAll(); + m_activeIndex = 0; + + if ( IsX360() ) + { + m_soundscapeSounds.Purge(); + } +} + +void CSoundscapeSystem::LevelInitPreEntity() +{ + g_SoundscapeSystem.Shutdown(); + g_SoundscapeSystem.Init(); +} + +void CSoundscapeSystem::LevelInitPostEntity() +{ + if ( IsX360() ) + { + m_soundscapeSounds.Purge(); + } + CUtlVector<bbox_t> clusterbounds; + int clusterCount = engine->GetClusterCount(); + clusterbounds.SetCount( clusterCount ); + engine->GetAllClusterBounds( clusterbounds.Base(), clusterCount ); + m_soundscapesInCluster.SetCount(clusterCount); + for ( int i = 0; i < clusterCount; i++ ) + { + m_soundscapesInCluster[i].soundscapeCount = 0; + m_soundscapesInCluster[i].firstSoundscape = 0; + } + unsigned char myPVS[16 * 1024]; + CUtlVector<short> clusterIndexList; + CUtlVector<short> soundscapeIndexList; + + // find the clusters visible from each soundscape + // add this soundscape to the list of soundscapes for that cluster, clip cluster bounds to radius + for ( int i = 0; i < m_soundscapeEntities.Count(); i++ ) + { + Vector position = m_soundscapeEntities[i]->GetAbsOrigin(); + float radius = m_soundscapeEntities[i]->m_flRadius; + float radiusSq = radius * radius; + engine->GetPVSForCluster( engine->GetClusterForOrigin( position ), sizeof( myPVS ), myPVS ); + for ( int j = 0; j < clusterCount; j++ ) + { + if ( myPVS[ j >> 3 ] & (1<<(j&7)) ) + { + float distSq = CalcSqrDistanceToAABB( clusterbounds[j].mins, clusterbounds[j].maxs, position ); + if ( distSq < radiusSq || radius < 0 ) + { + m_soundscapesInCluster[j].soundscapeCount++; + clusterIndexList.AddToTail(j); + // UNDONE: Technically you just need a soundscape index and a count for this list. + soundscapeIndexList.AddToTail(i); + } + } + } + } + + // basically this part is like a radix sort + // this is how many entries we need in the soundscape index list + m_soundscapeIndexList.SetCount(soundscapeIndexList.Count()); + + // now compute the starting index of each cluster + int firstSoundscape = 0; + for ( int i = 0; i < clusterCount; i++ ) + { + m_soundscapesInCluster[i].firstSoundscape = firstSoundscape; + firstSoundscape += m_soundscapesInCluster[i].soundscapeCount; + m_soundscapesInCluster[i].soundscapeCount = 0; + } + // now add each soundscape index to the appropriate cluster's list + // The resulting list is precomputing all soundscapes that need to be checked for a player + // in each cluster. This is used to accelerate the per-frame operations + for ( int i = 0; i < soundscapeIndexList.Count(); i++ ) + { + int cluster = clusterIndexList[i]; + int outIndex = m_soundscapesInCluster[cluster].soundscapeCount + m_soundscapesInCluster[cluster].firstSoundscape; + m_soundscapesInCluster[cluster].soundscapeCount++; + m_soundscapeIndexList[outIndex] = soundscapeIndexList[i]; + } +} + +int CSoundscapeSystem::GetSoundscapeIndex( const char *pName ) +{ + return m_soundscapes.GetStringID( pName ); +} + +bool CSoundscapeSystem::IsValidIndex( int index ) +{ + if ( index >= 0 && index < m_soundscapeCount ) + return true; + return false; +} + +void CSoundscapeSystem::AddSoundscapeEntity( CEnvSoundscape *pSoundscape ) +{ + if ( m_soundscapeEntities.Find( pSoundscape ) == -1 ) + { + int index = m_soundscapeEntities.AddToTail( pSoundscape ); + pSoundscape->m_soundscapeEntityId = index + 1; + } +} + +void CSoundscapeSystem::RemoveSoundscapeEntity( CEnvSoundscape *pSoundscape ) +{ + m_soundscapeEntities.FindAndRemove( pSoundscape ); + pSoundscape->m_soundscapeEntityId = -1; +} + +void CSoundscapeSystem::FrameUpdatePostEntityThink() +{ + int total = m_soundscapeEntities.Count(); + if ( total > 0 ) + { + int traceCount = 0; + int playerCount = 0; + // budget tuned for TF. Do a max of 20 traces. That's going to happen anyway because a bunch of the maps + // use radius -1 for all soundscapes. So to trace one player you'll often need that many and this code must + // always trace one player's soundscapes. + // If the map has been optimized, then allow more players to update per frame. + int maxPlayers = gpGlobals->maxClients / 2; + // maxPlayers has to be at least 1 + maxPlayers = MAX( 1, maxPlayers ); + int maxTraces = 20; + if ( soundscape_debug.GetBool() ) + { + maxTraces = 9999; + maxPlayers = MAX_PLAYERS; + } + + // load balance across server ticks a bit by limiting the numbers of players (get cluster for origin) + // and traces processed in a single tick. In single player this will update the player every tick + // because it always does at least one player's full load of work + for ( int i = 0; i < gpGlobals->maxClients && traceCount <= maxTraces && playerCount <= maxPlayers; i++ ) + { + m_activeIndex = (m_activeIndex+1) % gpGlobals->maxClients; + CBasePlayer *pPlayer = UTIL_PlayerByIndex( m_activeIndex + 1 ); + if ( pPlayer && pPlayer->IsNetClient() ) + { + // check to see if this is the sound entity that is + // currently affecting this player + audioparams_t &audio = pPlayer->GetAudioParams(); + + // if we got this far, we're looking at an entity that is contending + // for current player sound. the closest entity to player wins. + CEnvSoundscape *pCurrent = (CEnvSoundscape *)( audio.ent.Get() ); + if ( pCurrent ) + { + int nEntIndex = pCurrent->m_soundscapeEntityId - 1; + NOTE_UNUSED( nEntIndex ); + Assert( m_soundscapeEntities[nEntIndex] == pCurrent ); + } + ss_update_t update; + update.pPlayer = pPlayer; + update.pCurrentSoundscape = pCurrent; + update.playerPosition = pPlayer->EarPosition(); + update.bInRange = false; + update.currentDistance = 0; + update.traceCount = 0; + if ( pCurrent ) + { + pCurrent->UpdateForPlayer(update); + } + + int clusterIndex = engine->GetClusterForOrigin( update.playerPosition ); + + if ( clusterIndex >= 0 && clusterIndex < m_soundscapesInCluster.Count() ) + { + // find all soundscapes that could possibly attach to this player and update them + for ( int j = 0; j < m_soundscapesInCluster[clusterIndex].soundscapeCount; j++ ) + { + int ssIndex = m_soundscapeIndexList[m_soundscapesInCluster[clusterIndex].firstSoundscape + j]; + if ( m_soundscapeEntities[ssIndex] == update.pCurrentSoundscape ) + continue; + m_soundscapeEntities[ssIndex]->UpdateForPlayer( update ); + } + } + playerCount++; + traceCount += update.traceCount; + } + } + } +} + +void CSoundscapeSystem::AddSoundscapeSounds( KeyValues *pSoundscape, int soundscapeIndex ) +{ + if ( !IsX360() ) + { + return; + } + + int i = m_soundscapeSounds.AddToTail(); + Assert( i == soundscapeIndex ); + + KeyValues *pKey = pSoundscape->GetFirstSubKey(); + while ( pKey ) + { + if ( !Q_strcasecmp( pKey->GetName(), "playlooping" ) ) + { + KeyValues *pAmbientKey = pKey->GetFirstSubKey(); + while ( pAmbientKey ) + { + if ( !Q_strcasecmp( pAmbientKey->GetName(), "wave" ) ) + { + char const *pSoundName = pAmbientKey->GetString(); + m_soundscapeSounds[i].AddToTail( pSoundName ); + } + pAmbientKey = pAmbientKey->GetNextKey(); + } + } + else if ( !Q_strcasecmp( pKey->GetName(), "playrandom" ) ) + { + KeyValues *pRandomKey = pKey->GetFirstSubKey(); + while ( pRandomKey ) + { + if ( !Q_strcasecmp( pRandomKey->GetName(), "rndwave" ) ) + { + KeyValues *pRndWaveKey = pRandomKey->GetFirstSubKey(); + while ( pRndWaveKey ) + { + if ( !Q_strcasecmp( pRndWaveKey->GetName(), "wave" ) ) + { + char const *pSoundName = pRndWaveKey->GetString(); + m_soundscapeSounds[i].AddToTail( pSoundName ); + } + pRndWaveKey = pRndWaveKey->GetNextKey(); + } + } + pRandomKey = pRandomKey->GetNextKey(); + } + } + else if ( !Q_strcasecmp( pKey->GetName(), "playsoundscape" ) ) + { + KeyValues *pPlayKey = pKey->GetFirstSubKey(); + while ( pPlayKey ) + { + if ( !Q_strcasecmp( pPlayKey->GetName(), "name" ) ) + { + char const *pSoundName = pPlayKey->GetString(); + m_soundscapeSounds[i].AddToTail( pSoundName ); + } + pPlayKey = pPlayKey->GetNextKey(); + } + } + pKey = pKey->GetNextKey(); + } +} + +void CSoundscapeSystem::PrecacheSounds( int soundscapeIndex ) +{ + if ( !IsX360() ) + { + return; + } + + if ( !IsValidIndex( soundscapeIndex ) ) + { + return; + } + + int count = m_soundscapeSounds[soundscapeIndex].Count(); + for ( int i=0; i<count; i++ ) + { + const char *pSound = m_soundscapeSounds[soundscapeIndex][i]; + if ( Q_stristr( pSound, ".wav" ) ) + { + CBaseEntity::PrecacheSound( pSound ); + } + else + { + // recurse into new soundscape + PrecacheSounds( GetSoundscapeIndex( pSound ) ); + } + } +} |