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| 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/public/soundflags.h | |
| 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/public/soundflags.h')
| -rw-r--r-- | mp/src/public/soundflags.h | 322 |
1 files changed, 161 insertions, 161 deletions
diff --git a/mp/src/public/soundflags.h b/mp/src/public/soundflags.h index 6f34810f..71ae1192 100644 --- a/mp/src/public/soundflags.h +++ b/mp/src/public/soundflags.h @@ -1,161 +1,161 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef SOUNDFLAGS_H
-#define SOUNDFLAGS_H
-
-#if defined( _WIN32 )
-#pragma once
-#endif
-
-
-//-----------------------------------------------------------------------------
-// channels
-//-----------------------------------------------------------------------------
-enum
-{
- CHAN_REPLACE = -1,
- CHAN_AUTO = 0,
- CHAN_WEAPON = 1,
- CHAN_VOICE = 2,
- CHAN_ITEM = 3,
- CHAN_BODY = 4,
- CHAN_STREAM = 5, // allocate stream channel from the static or dynamic area
- CHAN_STATIC = 6, // allocate channel from the static area
- CHAN_VOICE2 = 7,
- CHAN_VOICE_BASE = 8, // allocate channel for network voice data
- CHAN_USER_BASE = (CHAN_VOICE_BASE+128) // Anything >= this number is allocated to game code.
-};
-
-//-----------------------------------------------------------------------------
-// common volume values
-//-----------------------------------------------------------------------------
-#define VOL_NORM 1.0f
-
-
-//-----------------------------------------------------------------------------
-// common attenuation values
-//-----------------------------------------------------------------------------
-#define ATTN_NONE 0.0f
-#define ATTN_NORM 0.8f
-#define ATTN_IDLE 2.0f
-#define ATTN_STATIC 1.25f
-#define ATTN_RICOCHET 1.5f
-
-// HL2 world is 8x bigger now! We want to hear gunfire from farther.
-// Don't change this without consulting Kelly or Wedge (sjb).
-#define ATTN_GUNFIRE 0.27f
-
-enum soundlevel_t
-{
- SNDLVL_NONE = 0,
-
- SNDLVL_20dB = 20, // rustling leaves
- SNDLVL_25dB = 25, // whispering
- SNDLVL_30dB = 30, // library
- SNDLVL_35dB = 35,
- SNDLVL_40dB = 40,
- SNDLVL_45dB = 45, // refrigerator
-
- SNDLVL_50dB = 50, // 3.9 // average home
- SNDLVL_55dB = 55, // 3.0
-
- SNDLVL_IDLE = 60, // 2.0
- SNDLVL_60dB = 60, // 2.0 // normal conversation, clothes dryer
-
- SNDLVL_65dB = 65, // 1.5 // washing machine, dishwasher
- SNDLVL_STATIC = 66, // 1.25
-
- SNDLVL_70dB = 70, // 1.0 // car, vacuum cleaner, mixer, electric sewing machine
-
- SNDLVL_NORM = 75,
- SNDLVL_75dB = 75, // 0.8 // busy traffic
-
- SNDLVL_80dB = 80, // 0.7 // mini-bike, alarm clock, noisy restaurant, office tabulator, outboard motor, passing snowmobile
- SNDLVL_TALKING = 80, // 0.7
- SNDLVL_85dB = 85, // 0.6 // average factory, electric shaver
- SNDLVL_90dB = 90, // 0.5 // screaming child, passing motorcycle, convertible ride on frw
- SNDLVL_95dB = 95,
- SNDLVL_100dB = 100, // 0.4 // subway train, diesel truck, woodworking shop, pneumatic drill, boiler shop, jackhammer
- SNDLVL_105dB = 105, // helicopter, power mower
- SNDLVL_110dB = 110, // snowmobile drvrs seat, inboard motorboat, sandblasting
- SNDLVL_120dB = 120, // auto horn, propeller aircraft
- SNDLVL_130dB = 130, // air raid siren
-
- SNDLVL_GUNFIRE = 140, // 0.27 // THRESHOLD OF PAIN, gunshot, jet engine
- SNDLVL_140dB = 140, // 0.2
-
- SNDLVL_150dB = 150, // 0.2
-
- SNDLVL_180dB = 180, // rocket launching
-
- // NOTE: Valid soundlevel_t values are 0-255.
- // 256-511 are reserved for sounds using goldsrc compatibility attenuation.
-};
-
-#define MAX_SNDLVL_BITS 9 // Used to encode 0-255 for regular soundlevel_t's and 256-511 for goldsrc-compatible ones.
-#define MIN_SNDLVL_VALUE 0
-#define MAX_SNDLVL_VALUE ((1<<MAX_SNDLVL_BITS)-1)
-
-
-#define ATTN_TO_SNDLVL( a ) (soundlevel_t)(int)((a) ? (50 + 20 / ((float)a)) : 0 )
-#define SNDLVL_TO_ATTN( a ) ((a > 50) ? (20.0f / (float)(a - 50)) : 4.0 )
-
-// This is a limit due to network encoding.
-// It encodes attenuation * 64 in 8 bits, so the maximum is (255 / 64)
-#define MAX_ATTENUATION 3.98f
-
-//-----------------------------------------------------------------------------
-// Flags to be or-ed together for the iFlags field
-//-----------------------------------------------------------------------------
-enum SoundFlags_t
-{
- SND_NOFLAGS = 0, // to keep the compiler happy
- SND_CHANGE_VOL = (1<<0), // change sound vol
- SND_CHANGE_PITCH = (1<<1), // change sound pitch
- SND_STOP = (1<<2), // stop the sound
- SND_SPAWNING = (1<<3), // we're spawning, used in some cases for ambients
- // not sent over net, only a param between dll and server.
- SND_DELAY = (1<<4), // sound has an initial delay
- SND_STOP_LOOPING = (1<<5), // stop all looping sounds on the entity.
- SND_SPEAKER = (1<<6), // being played again by a microphone through a speaker
-
- SND_SHOULDPAUSE = (1<<7), // this sound should be paused if the game is paused
- SND_IGNORE_PHONEMES = (1<<8),
- SND_IGNORE_NAME = (1<<9), // used to change all sounds emitted by an entity, regardless of scriptname
-
- SND_DO_NOT_OVERWRITE_EXISTING_ON_CHANNEL = (1<<10),
-};
-
-#define SND_FLAG_BITS_ENCODE 11
-
-#define MAX_SOUND_INDEX_BITS 14
-#define MAX_SOUNDS (1<<MAX_SOUND_INDEX_BITS)
-
-#if !defined( IN_XBOX_CODELINE )
-// +/-4096 msec
-#define MAX_SOUND_DELAY_MSEC_ENCODE_BITS (13)
-#else
-// +/-65536 msec, 64 seconds
-#define MAX_SOUND_DELAY_MSEC_ENCODE_BITS (17)
-#endif
-
-// Subtract one to leave room for the sign bit
-#define MAX_SOUND_DELAY_MSEC (1<<(MAX_SOUND_DELAY_MSEC_ENCODE_BITS-1)) // 4096 msec or about 4 seconds
-
-//-----------------------------------------------------------------------------
-// common pitch values
-//-----------------------------------------------------------------------------
-#define PITCH_NORM 100 // non-pitch shifted
-#define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high
-#define PITCH_HIGH 120
-
-#define DEFAULT_SOUND_PACKET_VOLUME 1.0f
-#define DEFAULT_SOUND_PACKET_PITCH 100
-#define DEFAULT_SOUND_PACKET_DELAY 0.0f
-
-#endif // SOUNDFLAGS_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef SOUNDFLAGS_H +#define SOUNDFLAGS_H + +#if defined( _WIN32 ) +#pragma once +#endif + + +//----------------------------------------------------------------------------- +// channels +//----------------------------------------------------------------------------- +enum +{ + CHAN_REPLACE = -1, + CHAN_AUTO = 0, + CHAN_WEAPON = 1, + CHAN_VOICE = 2, + CHAN_ITEM = 3, + CHAN_BODY = 4, + CHAN_STREAM = 5, // allocate stream channel from the static or dynamic area + CHAN_STATIC = 6, // allocate channel from the static area + CHAN_VOICE2 = 7, + CHAN_VOICE_BASE = 8, // allocate channel for network voice data + CHAN_USER_BASE = (CHAN_VOICE_BASE+128) // Anything >= this number is allocated to game code. +}; + +//----------------------------------------------------------------------------- +// common volume values +//----------------------------------------------------------------------------- +#define VOL_NORM 1.0f + + +//----------------------------------------------------------------------------- +// common attenuation values +//----------------------------------------------------------------------------- +#define ATTN_NONE 0.0f +#define ATTN_NORM 0.8f +#define ATTN_IDLE 2.0f +#define ATTN_STATIC 1.25f +#define ATTN_RICOCHET 1.5f + +// HL2 world is 8x bigger now! We want to hear gunfire from farther. +// Don't change this without consulting Kelly or Wedge (sjb). +#define ATTN_GUNFIRE 0.27f + +enum soundlevel_t +{ + SNDLVL_NONE = 0, + + SNDLVL_20dB = 20, // rustling leaves + SNDLVL_25dB = 25, // whispering + SNDLVL_30dB = 30, // library + SNDLVL_35dB = 35, + SNDLVL_40dB = 40, + SNDLVL_45dB = 45, // refrigerator + + SNDLVL_50dB = 50, // 3.9 // average home + SNDLVL_55dB = 55, // 3.0 + + SNDLVL_IDLE = 60, // 2.0 + SNDLVL_60dB = 60, // 2.0 // normal conversation, clothes dryer + + SNDLVL_65dB = 65, // 1.5 // washing machine, dishwasher + SNDLVL_STATIC = 66, // 1.25 + + SNDLVL_70dB = 70, // 1.0 // car, vacuum cleaner, mixer, electric sewing machine + + SNDLVL_NORM = 75, + SNDLVL_75dB = 75, // 0.8 // busy traffic + + SNDLVL_80dB = 80, // 0.7 // mini-bike, alarm clock, noisy restaurant, office tabulator, outboard motor, passing snowmobile + SNDLVL_TALKING = 80, // 0.7 + SNDLVL_85dB = 85, // 0.6 // average factory, electric shaver + SNDLVL_90dB = 90, // 0.5 // screaming child, passing motorcycle, convertible ride on frw + SNDLVL_95dB = 95, + SNDLVL_100dB = 100, // 0.4 // subway train, diesel truck, woodworking shop, pneumatic drill, boiler shop, jackhammer + SNDLVL_105dB = 105, // helicopter, power mower + SNDLVL_110dB = 110, // snowmobile drvrs seat, inboard motorboat, sandblasting + SNDLVL_120dB = 120, // auto horn, propeller aircraft + SNDLVL_130dB = 130, // air raid siren + + SNDLVL_GUNFIRE = 140, // 0.27 // THRESHOLD OF PAIN, gunshot, jet engine + SNDLVL_140dB = 140, // 0.2 + + SNDLVL_150dB = 150, // 0.2 + + SNDLVL_180dB = 180, // rocket launching + + // NOTE: Valid soundlevel_t values are 0-255. + // 256-511 are reserved for sounds using goldsrc compatibility attenuation. +}; + +#define MAX_SNDLVL_BITS 9 // Used to encode 0-255 for regular soundlevel_t's and 256-511 for goldsrc-compatible ones. +#define MIN_SNDLVL_VALUE 0 +#define MAX_SNDLVL_VALUE ((1<<MAX_SNDLVL_BITS)-1) + + +#define ATTN_TO_SNDLVL( a ) (soundlevel_t)(int)((a) ? (50 + 20 / ((float)a)) : 0 ) +#define SNDLVL_TO_ATTN( a ) ((a > 50) ? (20.0f / (float)(a - 50)) : 4.0 ) + +// This is a limit due to network encoding. +// It encodes attenuation * 64 in 8 bits, so the maximum is (255 / 64) +#define MAX_ATTENUATION 3.98f + +//----------------------------------------------------------------------------- +// Flags to be or-ed together for the iFlags field +//----------------------------------------------------------------------------- +enum SoundFlags_t +{ + SND_NOFLAGS = 0, // to keep the compiler happy + SND_CHANGE_VOL = (1<<0), // change sound vol + SND_CHANGE_PITCH = (1<<1), // change sound pitch + SND_STOP = (1<<2), // stop the sound + SND_SPAWNING = (1<<3), // we're spawning, used in some cases for ambients + // not sent over net, only a param between dll and server. + SND_DELAY = (1<<4), // sound has an initial delay + SND_STOP_LOOPING = (1<<5), // stop all looping sounds on the entity. + SND_SPEAKER = (1<<6), // being played again by a microphone through a speaker + + SND_SHOULDPAUSE = (1<<7), // this sound should be paused if the game is paused + SND_IGNORE_PHONEMES = (1<<8), + SND_IGNORE_NAME = (1<<9), // used to change all sounds emitted by an entity, regardless of scriptname + + SND_DO_NOT_OVERWRITE_EXISTING_ON_CHANNEL = (1<<10), +}; + +#define SND_FLAG_BITS_ENCODE 11 + +#define MAX_SOUND_INDEX_BITS 14 +#define MAX_SOUNDS (1<<MAX_SOUND_INDEX_BITS) + +#if !defined( IN_XBOX_CODELINE ) +// +/-4096 msec +#define MAX_SOUND_DELAY_MSEC_ENCODE_BITS (13) +#else +// +/-65536 msec, 64 seconds +#define MAX_SOUND_DELAY_MSEC_ENCODE_BITS (17) +#endif + +// Subtract one to leave room for the sign bit +#define MAX_SOUND_DELAY_MSEC (1<<(MAX_SOUND_DELAY_MSEC_ENCODE_BITS-1)) // 4096 msec or about 4 seconds + +//----------------------------------------------------------------------------- +// common pitch values +//----------------------------------------------------------------------------- +#define PITCH_NORM 100 // non-pitch shifted +#define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high +#define PITCH_HIGH 120 + +#define DEFAULT_SOUND_PACKET_VOLUME 1.0f +#define DEFAULT_SOUND_PACKET_PITCH 100 +#define DEFAULT_SOUND_PACKET_DELAY 0.0f + +#endif // SOUNDFLAGS_H |