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-rw-r--r--mp/src/public/engine/IEngineSound.h246
1 files changed, 123 insertions, 123 deletions
diff --git a/mp/src/public/engine/IEngineSound.h b/mp/src/public/engine/IEngineSound.h
index 9b13532a..f4f83a9c 100644
--- a/mp/src/public/engine/IEngineSound.h
+++ b/mp/src/public/engine/IEngineSound.h
@@ -1,123 +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
+//========= 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