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https://github.com/alliedmodders/hl2sdk.git
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Added original SDK code for Alien Swarm.
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public/engine/IEngineSound.h
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128
public/engine/IEngineSound.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client-server neutral sound interface
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef IENGINESOUND_H
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#define IENGINESOUND_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basetypes.h"
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#include "interface.h"
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#include "soundflags.h"
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#include "irecipientfilter.h"
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#include "utlvector.h"
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#include "engine/SndInfo.h"
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//-----------------------------------------------------------------------------
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// forward declaration
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//-----------------------------------------------------------------------------
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class Vector;
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// Handy defines for EmitSound
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#define SOUND_FROM_LOCAL_PLAYER -1
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#define SOUND_FROM_WORLD 0
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// These are used to feed a soundlevel to the sound system and have it use
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// goldsrc-type attenuation. We should use this as little as possible and
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// phase it out as soon as possible.
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// Take a regular sndlevel and convert it to compatibility mode.
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#define SNDLEVEL_TO_COMPATIBILITY_MODE( x ) ((soundlevel_t)(int)( (x) + 256 ))
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// Take a compatibility-mode sndlevel and get the REAL sndlevel out of it.
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#define SNDLEVEL_FROM_COMPATIBILITY_MODE( x ) ((soundlevel_t)(int)( (x) - 256 ))
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// Tells if the given sndlevel is marked as compatibility mode.
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#define SNDLEVEL_IS_COMPATIBILITY_MODE( x ) ( (x) >= 256 )
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//-----------------------------------------------------------------------------
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// Client-server neutral effects interface
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//-----------------------------------------------------------------------------
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#define IENGINESOUND_CLIENT_INTERFACE_VERSION "IEngineSoundClient003"
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#define IENGINESOUND_SERVER_INTERFACE_VERSION "IEngineSoundServer003"
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abstract_class IEngineSound
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{
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public:
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// Precache a particular sample
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virtual bool PrecacheSound( const char *pSample, bool bPreload = false, bool bIsUISound = false ) = 0;
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virtual bool IsSoundPrecached( const char *pSample ) = 0;
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virtual void PrefetchSound( const char *pSample ) = 0;
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virtual bool IsLoopingSound( const char *pSample ) = 0;
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// Just loads the file header and checks for duration (not hooked up for .mp3's yet)
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// Is accessible to server and client though
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virtual float GetSoundDuration( const char *pSample ) = 0;
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// Pitch of 100 is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100
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// down to 1 is a lower pitch. 150 to 70 is the realistic range.
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// EmitSound with pitch != 100 should be used sparingly, as it's not quite as
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// fast (the pitchshift mixer is not native coded).
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// NOTE: setting iEntIndex to -1 will cause the sound to be emitted from the local
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// player (client-side only)
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virtual void EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSample,
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float flVolume, float flAttenuation, int iFlags = 0, int iPitch = PITCH_NORM,
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const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0;
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virtual void EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSample,
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float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM,
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const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0;
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virtual void EmitSentenceByIndex( IRecipientFilter& filter, int iEntIndex, int iChannel, int iSentenceIndex,
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float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM,
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const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0;
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virtual void StopSound( int iEntIndex, int iChannel, const char *pSample ) = 0;
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// stop all active sounds (client only)
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virtual void StopAllSounds(bool bClearBuffers) = 0;
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// Set the room type for a player (client only)
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virtual void SetRoomType( IRecipientFilter& filter, int roomType ) = 0;
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// Set the dsp preset for a player (client only)
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virtual void SetPlayerDSP( IRecipientFilter& filter, int dspType, bool fastReset ) = 0;
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// emit an "ambient" sound that isn't spatialized
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// only available on the client, assert on server
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virtual void EmitAmbientSound( const char *pSample, float flVolume, int iPitch = PITCH_NORM, int flags = 0, float soundtime = 0.0f ) = 0;
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// virtual EntChannel_t CreateEntChannel() = 0;
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virtual float GetDistGainFromSoundLevel( soundlevel_t soundlevel, float dist ) = 0;
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// Client .dll only functions
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virtual int GetGuidForLastSoundEmitted() = 0;
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virtual bool IsSoundStillPlaying( int guid ) = 0;
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virtual void StopSoundByGuid( int guid ) = 0;
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// Set's master volume (0.0->1.0)
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virtual void SetVolumeByGuid( int guid, float fvol ) = 0;
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// Retrieves list of all active sounds
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virtual void GetActiveSounds( CUtlVector< SndInfo_t >& sndlist ) = 0;
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virtual void PrecacheSentenceGroup( const char *pGroupName ) = 0;
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virtual void NotifyBeginMoviePlayback() = 0;
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virtual void NotifyEndMoviePlayback() = 0;
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virtual bool GetSoundChannelVolume( const char* sound, float &flVolumeLeft, float &flVolumeRight ) = 0;
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virtual float GetElapsedTimeByGuid( int guid ) = 0;
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};
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#endif // IENGINESOUND_H
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