diff options
Diffstat (limited to 'mp/src/game/server/physconstraint_sounds.h')
| -rw-r--r-- | mp/src/game/server/physconstraint_sounds.h | 582 |
1 files changed, 291 insertions, 291 deletions
diff --git a/mp/src/game/server/physconstraint_sounds.h b/mp/src/game/server/physconstraint_sounds.h index 5e40f305..71b9a579 100644 --- a/mp/src/game/server/physconstraint_sounds.h +++ b/mp/src/game/server/physconstraint_sounds.h @@ -1,291 +1,291 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Data types used inside constraints for the purpose of playing sounds
-// during movement.
-//
-//=============================================================================//
-
-#ifndef PHYSCONSTRAINT_SOUNDS_H
-#define PHYSCONSTRAINT_SOUNDS_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include <mathlib/ssemath.h>
-#include "soundenvelope.h"
-
-
-/** \brief Class to store a sampled history of velocity for an object -- used for certain sound calculations
-
-Although this contains only one sample for now, it exists as an interface
-so as to make simpler the possibility of moving to a ring buffer
-implementation in the future.
-
-The "sample rate" variable is not nominal: it should be used to specify
-the ClientThink() interval.
-
-Be sure to use the beginSampling() function for the first sample, and
-addSample() thereafter: this will be relevant and necessary for a ring
-buffer implementation (which will have to perform certain initialization).
-*/
-class VelocitySampler
-{
-public:
- /*
- enum
- {
- HISTORY_DEPTH_LOG = 3, // < log-base-2 of the sampler's array depth
- HISTORY_DEPTH = (1 << VELOCITY_SAMPLER_HISTORY_DEPTH_LOG),
- };
- */
-
- /// Return the internally stored sample rate.
- inline float getSampleRate()
- {
- return m_fIdealSampleRate;
- }
-
-
- /// Store off the first recorded sample for the given object.
- inline void BeginSampling(const Vector &relativeVelocity);
-
- /// Record a sample. Do this LAST, after calling hasReversed() et al.
- inline void AddSample(const Vector &relativeVelocity);
-
- /// Using the sample history, determine if the object has reversed direction
- /// with at least the given acceleration (in units/sec^2).
- int HasReversed(const Vector &relativeVelocity, const float thresholdAcceleration[], const unsigned short numThresholds);
-
- /// Call this in spawn(). (Not a constructor because those are difficult to use in entities.)
- void Initialize(float samplerate);
-
-
- /// A convenience function for extracting the linear velocity of one object relative to another.
- inline static Vector GetRelativeVelocity(IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame);
-
- /// A convenience function for extracting the angular velocity of one object relative to another.
- inline static Vector GetRelativeAngularVelocity(IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame);
-
-
-protected:
- Vector m_prevSample;
- float m_fPrevSampleTime;
-
- float m_fIdealSampleRate;
-
-};
-
-struct SimpleConstraintSoundProfile
-{
- // define the indices of the sound points:
- enum
- {
- kMIN_THRESHOLD, ///< below this no sound is played
- kMIN_FULL, ///< at this velocity sound is at its loudest
-
- kHIGHWATER, ///< high water mark for this enum
- } eKeypoints;
-
- float m_keyPoints[kHIGHWATER];
-
- /// Number of entries in the reversal sound array
- enum { kREVERSAL_SOUND_ARRAY_SIZE = 3 };
-
- /// Acceleration threshold for playing the hard-reverse sound. Divided into sections.
- /// Below the 0th threshold no sound will play.
- float m_reversalSoundThresholds[kREVERSAL_SOUND_ARRAY_SIZE];
-
- /// Get volume for given velocity [0..1]
- float GetVolume(float inVel);
-};
-
-float SimpleConstraintSoundProfile::GetVolume(float inVel)
-{
- // clamped lerp on 0-1
- if (inVel <= m_keyPoints[kMIN_THRESHOLD])
- {
- return 0;
- }
- else if (inVel >= m_keyPoints[kMIN_FULL])
- {
- return 1;
- }
- else // lerp...
- {
- return (inVel - m_keyPoints[kMIN_THRESHOLD])/(m_keyPoints[kMIN_FULL] - m_keyPoints[kMIN_THRESHOLD]);
- }
-}
-
-class CPhysConstraint;
-/** This class encapsulates the data and behavior necessary for a constraint to play sounds.
-
- For the moment I have no easy means of populating this from an entity's datadesc.
- You should explicitly fill out the fields with eg
-
- DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD] , FIELD_FLOAT, "minSoundThreshold" ),
- DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL] , FIELD_FLOAT, "maxSoundThreshold" ),
- DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ),
- DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME, "slidesoundback" ),
- DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSound, FIELD_SOUNDNAME, "reversalsound" ),
- DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThreshold , FIELD_FLOAT, "reversalsoundthreshold" ),
-
- */
-class ConstraintSoundInfo
-{
-public:
- // no ctor.
- // dtor
- ~ConstraintSoundInfo();
-
- /// Call from the constraint's Activate()
- void OnActivate( CPhysConstraint *pOuter );
-
- /// Constraint should have a think function that calls this. It should pass in relative velocity
- /// between child and parent. (This need not be linear velocity; it may be angular.)
- void OnThink( CPhysConstraint *pOuter, const Vector &relativeVelocity );
-
- /// This is how often the think function should be run:
- inline float getThinkRate() const { return 0.09f; }
-
- /// Call this before the first call to OnThink()
- void StartThinking( CPhysConstraint *pOuter, const Vector &relativeVelocity, const Vector &forwardVector );
-
- /// Call this if you intend to stop calling OnThink():
- void StopThinking( CPhysConstraint *pOuter );
-
- /// Call from owner's Precache().
- void OnPrecache( CPhysConstraint *pOuter );
-
-
- VelocitySampler m_vSampler;
- SimpleConstraintSoundProfile m_soundProfile;
-
- Vector m_forwardAxis; ///< velocity in this direction is forward. The opposite direction is backward.
-
- string_t m_iszTravelSoundFwd,m_iszTravelSoundBack; // Path/filename of WAV file to play.
- CSoundPatch *m_pTravelSound;
- bool m_bPlayTravelSound;
-
- string_t m_iszReversalSounds[SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE]; // Path/filename of WAV files to play -- one per entry in threshold.
- // CSoundPatch *m_pReversalSound;
- bool m_bPlayReversalSound;
-
-protected:
- /// Maintain consistency of internal datastructures on start
- void ValidateInternals( CPhysConstraint *pOuter );
-
- /// Stop playing any active sounds.
- void DeleteAllSounds();
-};
-
-
-/////////////// INLINE FUNCTIONS
-
-
-/// compute the relative velocity between an object and its parent. Just a convenience.
-Vector VelocitySampler::GetRelativeVelocity( IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame )
-{
- Vector childVelocity, parentVelocity;
- pObj->GetImplicitVelocity( &childVelocity, NULL );
- pReferenceFrame->GetImplicitVelocity(&parentVelocity, NULL);
-
- return (childVelocity - parentVelocity);
-}
-
-
-Vector VelocitySampler::GetRelativeAngularVelocity( IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame )
-{
- Assert(pObj);
-
- if ( pReferenceFrame )
- {
- Vector childVelocityLocal, parentVelocityLocal, childVelocityWorld, parentVelocityWorld;
- pObj->GetImplicitVelocity( NULL, &childVelocityLocal );
- pObj->LocalToWorldVector( &childVelocityWorld, childVelocityLocal );
- pReferenceFrame->GetImplicitVelocity( NULL, &parentVelocityLocal );
- pObj->LocalToWorldVector( &parentVelocityWorld, parentVelocityLocal );
-
- return (childVelocityWorld - parentVelocityWorld);
- }
- else
- {
- Vector childVelocityLocal, childVelocityWorld;
- pObj->GetImplicitVelocity( NULL, &childVelocityLocal );
- pObj->LocalToWorldVector( &childVelocityWorld, childVelocityLocal );
-
- return (childVelocityWorld);
- }
-}
-
-/************************************************************************/
-// This function is nominal -- it's here as an interface because in the
-// future there will need to be special initialization for the first entry
-// in a ring buffer. (I made a test implementation of this, then reverted it
-// later; this is not an arbitrary assumption.)
-/************************************************************************/
-/// Store off the first recorded sample for the given object.
-void VelocitySampler::BeginSampling(const Vector &relativeVelocity)
-{
- return AddSample(relativeVelocity);
-}
-
-// Record a sample for the given object
-void VelocitySampler::AddSample(const Vector &relativeVelocity)
-{
- m_prevSample = relativeVelocity;
- m_fPrevSampleTime = gpGlobals->curtime;
-}
-
-
-
-/* // abandoned -- too complicated, no way to set from keyfields
-#pragma warning(push)
-#pragma warning( disable:4201 ) // C4201: nonstandard extension used: nameless struct/union
-/// Stores information used for playing sounds based on
-/// constraint movement
-class ConstraintSoundProfile
-{
-public:
-/// Defines a point in the sound profile: volume and pitch for the sound to play.
-/// Implicit crossfading between two sounds. Used to map velocity to a sound profile.
-struct SoundInfoTuple
-{
-float minVelocity;
-union {
-struct{
-float volume1,pitch1; //< volume and pitch of sound 1
-float volume2,pitch2; //< volume and pitch of sound 2
-};
-fltx4 m_as4;
-};
-
-inline SoundInfoTuple(float _minVelocity, float _volume1, float _pitch1, float _volume2, float _pitch2) :
-minVelocity(_minVelocity), volume1(_volume1), pitch1(_pitch1), volume2(_volume2), pitch2(_pitch2)
-{}
-};
-
-ConstraintSoundProfile(const SoundInfoTuple *soundTable, unsigned int tableSize)
-: m_pSoundInfos(soundTable), m_numSoundInfos(tableSize)
-{}
-
-
-protected:
-
-/// A table of sound info structs
-const SoundInfoTuple * const m_pSoundInfos;
-/// Size of the table
-const unsigned int m_numSoundInfos;
-};
-
-static ConstraintSoundProfile::SoundInfoTuple CSDebugProfileTable[] =
-{
-ConstraintSoundProfile::SoundInfoTuple(12,0,0,0,0),
-ConstraintSoundProfile::SoundInfoTuple(24,0,0,0,0),
-
-};
-#pragma warning(pop)
-*/
-
-
-#endif
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Data types used inside constraints for the purpose of playing sounds +// during movement. +// +//=============================================================================// + +#ifndef PHYSCONSTRAINT_SOUNDS_H +#define PHYSCONSTRAINT_SOUNDS_H +#ifdef _WIN32 +#pragma once +#endif + + +#include <mathlib/ssemath.h> +#include "soundenvelope.h" + + +/** \brief Class to store a sampled history of velocity for an object -- used for certain sound calculations + +Although this contains only one sample for now, it exists as an interface +so as to make simpler the possibility of moving to a ring buffer +implementation in the future. + +The "sample rate" variable is not nominal: it should be used to specify +the ClientThink() interval. + +Be sure to use the beginSampling() function for the first sample, and +addSample() thereafter: this will be relevant and necessary for a ring +buffer implementation (which will have to perform certain initialization). +*/ +class VelocitySampler +{ +public: + /* + enum + { + HISTORY_DEPTH_LOG = 3, // < log-base-2 of the sampler's array depth + HISTORY_DEPTH = (1 << VELOCITY_SAMPLER_HISTORY_DEPTH_LOG), + }; + */ + + /// Return the internally stored sample rate. + inline float getSampleRate() + { + return m_fIdealSampleRate; + } + + + /// Store off the first recorded sample for the given object. + inline void BeginSampling(const Vector &relativeVelocity); + + /// Record a sample. Do this LAST, after calling hasReversed() et al. + inline void AddSample(const Vector &relativeVelocity); + + /// Using the sample history, determine if the object has reversed direction + /// with at least the given acceleration (in units/sec^2). + int HasReversed(const Vector &relativeVelocity, const float thresholdAcceleration[], const unsigned short numThresholds); + + /// Call this in spawn(). (Not a constructor because those are difficult to use in entities.) + void Initialize(float samplerate); + + + /// A convenience function for extracting the linear velocity of one object relative to another. + inline static Vector GetRelativeVelocity(IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame); + + /// A convenience function for extracting the angular velocity of one object relative to another. + inline static Vector GetRelativeAngularVelocity(IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame); + + +protected: + Vector m_prevSample; + float m_fPrevSampleTime; + + float m_fIdealSampleRate; + +}; + +struct SimpleConstraintSoundProfile +{ + // define the indices of the sound points: + enum + { + kMIN_THRESHOLD, ///< below this no sound is played + kMIN_FULL, ///< at this velocity sound is at its loudest + + kHIGHWATER, ///< high water mark for this enum + } eKeypoints; + + float m_keyPoints[kHIGHWATER]; + + /// Number of entries in the reversal sound array + enum { kREVERSAL_SOUND_ARRAY_SIZE = 3 }; + + /// Acceleration threshold for playing the hard-reverse sound. Divided into sections. + /// Below the 0th threshold no sound will play. + float m_reversalSoundThresholds[kREVERSAL_SOUND_ARRAY_SIZE]; + + /// Get volume for given velocity [0..1] + float GetVolume(float inVel); +}; + +float SimpleConstraintSoundProfile::GetVolume(float inVel) +{ + // clamped lerp on 0-1 + if (inVel <= m_keyPoints[kMIN_THRESHOLD]) + { + return 0; + } + else if (inVel >= m_keyPoints[kMIN_FULL]) + { + return 1; + } + else // lerp... + { + return (inVel - m_keyPoints[kMIN_THRESHOLD])/(m_keyPoints[kMIN_FULL] - m_keyPoints[kMIN_THRESHOLD]); + } +} + +class CPhysConstraint; +/** This class encapsulates the data and behavior necessary for a constraint to play sounds. + + For the moment I have no easy means of populating this from an entity's datadesc. + You should explicitly fill out the fields with eg + + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_THRESHOLD] , FIELD_FLOAT, "minSoundThreshold" ), + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_keyPoints[SimpleConstraintSoundProfile::kMIN_FULL] , FIELD_FLOAT, "maxSoundThreshold" ), + DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundFwd, FIELD_SOUNDNAME, "slidesoundfwd" ), + DEFINE_KEYFIELD( m_soundInfo.m_iszTravelSoundBack, FIELD_SOUNDNAME, "slidesoundback" ), + DEFINE_KEYFIELD( m_soundInfo.m_iszReversalSound, FIELD_SOUNDNAME, "reversalsound" ), + DEFINE_KEYFIELD( m_soundInfo.m_soundProfile.m_reversalSoundThreshold , FIELD_FLOAT, "reversalsoundthreshold" ), + + */ +class ConstraintSoundInfo +{ +public: + // no ctor. + // dtor + ~ConstraintSoundInfo(); + + /// Call from the constraint's Activate() + void OnActivate( CPhysConstraint *pOuter ); + + /// Constraint should have a think function that calls this. It should pass in relative velocity + /// between child and parent. (This need not be linear velocity; it may be angular.) + void OnThink( CPhysConstraint *pOuter, const Vector &relativeVelocity ); + + /// This is how often the think function should be run: + inline float getThinkRate() const { return 0.09f; } + + /// Call this before the first call to OnThink() + void StartThinking( CPhysConstraint *pOuter, const Vector &relativeVelocity, const Vector &forwardVector ); + + /// Call this if you intend to stop calling OnThink(): + void StopThinking( CPhysConstraint *pOuter ); + + /// Call from owner's Precache(). + void OnPrecache( CPhysConstraint *pOuter ); + + + VelocitySampler m_vSampler; + SimpleConstraintSoundProfile m_soundProfile; + + Vector m_forwardAxis; ///< velocity in this direction is forward. The opposite direction is backward. + + string_t m_iszTravelSoundFwd,m_iszTravelSoundBack; // Path/filename of WAV file to play. + CSoundPatch *m_pTravelSound; + bool m_bPlayTravelSound; + + string_t m_iszReversalSounds[SimpleConstraintSoundProfile::kREVERSAL_SOUND_ARRAY_SIZE]; // Path/filename of WAV files to play -- one per entry in threshold. + // CSoundPatch *m_pReversalSound; + bool m_bPlayReversalSound; + +protected: + /// Maintain consistency of internal datastructures on start + void ValidateInternals( CPhysConstraint *pOuter ); + + /// Stop playing any active sounds. + void DeleteAllSounds(); +}; + + +/////////////// INLINE FUNCTIONS + + +/// compute the relative velocity between an object and its parent. Just a convenience. +Vector VelocitySampler::GetRelativeVelocity( IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame ) +{ + Vector childVelocity, parentVelocity; + pObj->GetImplicitVelocity( &childVelocity, NULL ); + pReferenceFrame->GetImplicitVelocity(&parentVelocity, NULL); + + return (childVelocity - parentVelocity); +} + + +Vector VelocitySampler::GetRelativeAngularVelocity( IPhysicsObject *pObj, IPhysicsObject *pReferenceFrame ) +{ + Assert(pObj); + + if ( pReferenceFrame ) + { + Vector childVelocityLocal, parentVelocityLocal, childVelocityWorld, parentVelocityWorld; + pObj->GetImplicitVelocity( NULL, &childVelocityLocal ); + pObj->LocalToWorldVector( &childVelocityWorld, childVelocityLocal ); + pReferenceFrame->GetImplicitVelocity( NULL, &parentVelocityLocal ); + pObj->LocalToWorldVector( &parentVelocityWorld, parentVelocityLocal ); + + return (childVelocityWorld - parentVelocityWorld); + } + else + { + Vector childVelocityLocal, childVelocityWorld; + pObj->GetImplicitVelocity( NULL, &childVelocityLocal ); + pObj->LocalToWorldVector( &childVelocityWorld, childVelocityLocal ); + + return (childVelocityWorld); + } +} + +/************************************************************************/ +// This function is nominal -- it's here as an interface because in the +// future there will need to be special initialization for the first entry +// in a ring buffer. (I made a test implementation of this, then reverted it +// later; this is not an arbitrary assumption.) +/************************************************************************/ +/// Store off the first recorded sample for the given object. +void VelocitySampler::BeginSampling(const Vector &relativeVelocity) +{ + return AddSample(relativeVelocity); +} + +// Record a sample for the given object +void VelocitySampler::AddSample(const Vector &relativeVelocity) +{ + m_prevSample = relativeVelocity; + m_fPrevSampleTime = gpGlobals->curtime; +} + + + +/* // abandoned -- too complicated, no way to set from keyfields +#pragma warning(push) +#pragma warning( disable:4201 ) // C4201: nonstandard extension used: nameless struct/union +/// Stores information used for playing sounds based on +/// constraint movement +class ConstraintSoundProfile +{ +public: +/// Defines a point in the sound profile: volume and pitch for the sound to play. +/// Implicit crossfading between two sounds. Used to map velocity to a sound profile. +struct SoundInfoTuple +{ +float minVelocity; +union { +struct{ +float volume1,pitch1; //< volume and pitch of sound 1 +float volume2,pitch2; //< volume and pitch of sound 2 +}; +fltx4 m_as4; +}; + +inline SoundInfoTuple(float _minVelocity, float _volume1, float _pitch1, float _volume2, float _pitch2) : +minVelocity(_minVelocity), volume1(_volume1), pitch1(_pitch1), volume2(_volume2), pitch2(_pitch2) +{} +}; + +ConstraintSoundProfile(const SoundInfoTuple *soundTable, unsigned int tableSize) +: m_pSoundInfos(soundTable), m_numSoundInfos(tableSize) +{} + + +protected: + +/// A table of sound info structs +const SoundInfoTuple * const m_pSoundInfos; +/// Size of the table +const unsigned int m_numSoundInfos; +}; + +static ConstraintSoundProfile::SoundInfoTuple CSDebugProfileTable[] = +{ +ConstraintSoundProfile::SoundInfoTuple(12,0,0,0,0), +ConstraintSoundProfile::SoundInfoTuple(24,0,0,0,0), + +}; +#pragma warning(pop) +*/ + + +#endif |