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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /sp/src/public/engine/IEngineSound.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/public/engine/IEngineSound.h')
| -rw-r--r-- | sp/src/public/engine/IEngineSound.h | 123 |
1 files changed, 123 insertions, 0 deletions
diff --git a/sp/src/public/engine/IEngineSound.h b/sp/src/public/engine/IEngineSound.h new file mode 100644 index 00000000..9b13532a --- /dev/null +++ b/sp/src/public/engine/IEngineSound.h @@ -0,0 +1,123 @@ +//========= 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 "interface.h"
+#include "soundflags.h"
+#include "irecipientfilter.h"
+#include "utlvector.h"
+#include "engine/SndInfo.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) >= 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
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