added enginesound support
--HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401053
This commit is contained in:
@@ -22,6 +22,7 @@
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#include <sdktools_functions>
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#include <sdktools_tempents>
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#include <sdktools_tempents_stocks>
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#include <sdktools_sound>
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enum SDKCallType
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{
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@@ -0,0 +1,347 @@
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/**
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* vim: set ts=4 :
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* ===============================================================
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* SourceMod (C)2004-2007 AlliedModders LLC. All rights reserved.
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* ===============================================================
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*
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* This file is part of the SourceMod/SourcePawn SDK. This file may only be used
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* or modified under the Terms and Conditions of its License Agreement, which is found
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* in LICENSE.txt. The Terms and Conditions for making SourceMod extensions/plugins
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* may change at any time. To view the latest information, see:
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* http://www.sourcemod.net/license.php
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*
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* Version: $Id$
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*/
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#if defined _sdktools_sound_included
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#endinput
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#endif
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#define _sdktools_sound_included
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/**
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* Sound is from the client.
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*/
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#define SOUND_FROM_PLAYER -1
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/**
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* Sound is from the world.
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*/
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#define SOUND_FROM_WORLD 0
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/**
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* Sound channels.
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*/
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enum
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{
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SNDCHAN_REPLACE = -1, /**< Unknown */
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SNDCHAN_AUTO = 0, /**< Auto */
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SNDCHAN_WEAPON = 1, /**< Weapons */
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SNDCHAN_VOICE = 2, /**< Voices */
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SNDCHAN_ITEM = 3, /**< Items */
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SNDCHAN_BODY = 4, /**< Player? */
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SNDCHAN_STREAM = 5, /**< "Stream channel from the static or dynamic area" */
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SNDCHAN_STATIC = 6, /**< "Stream channel from the static area" */
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SNDCHAN_VOICE_BASE = 7, /**< "Channel for network voice data" */
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SNDCHAN_USER_BASE = 135 /**< Anything >= this is allocated to game code */
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};
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/**
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* Sound flags for the sound emitter system.
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*/
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enum
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{
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SND_NOFLAGS= 0, /**< Nothing */
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SND_CHANGEVOL = 1, /**< Change sound volume */
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SND_CHANGEPITCH = 2, /**< Change sound pitch */
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SND_STOP = 3, /**< Stop the sound */
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SND_SPAWNING = 4, /**< Used in some cases for ambients */
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SND_DELAY = 5, /**< Sound has an initial delay */
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SND_STOPLOOPING = 6, /**< Stop looping all sounds on the entity */
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SND_SPEAKER = 7, /**< Being played by a mic through a speaker */
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SND_SHOULDPAUSE = 8, /**< Pause if game is paused */
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};
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/**
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* Various predefined sound levels in dB.
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*/
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enum
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{
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SNDLEVEL_NONE = 0, /**< None */
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SNDLEVEL_RUSTLE = 20, /**< Rustling leaves */
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SNDLEVEL_WHISPER = 25, /**< Whispering */
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SNDLEVEL_LIBRARY = 30, /**< In a library */
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SNDLEVEL_FRIDGE = 45, /**< Refridgerator */
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SNDLEVEL_HOME = 50, /**< Average home (3.9 attn) */
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SNDLEVEL_CONVO = 60, /**< Normal conversation (2.0 attn) */
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SNDLEVEL_DRYER = 60, /**< Clothes dryer */
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SNDLEVEL_DISHWASHER = 65, /**< Dishwasher/washing machine (1.5 attn) */
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SNDLEVEL_CAR = 70, /**< Car or vacuum cleaner (1.0 attn) */
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SNDLEVEL_NORMAL = 75, /**< Normal sound level */
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SNDLEVEL_TRAFFIC = 75, /**< Busy traffic (0.8 attn) */
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SNDLEVEL_MINIBIKE = 80, /**< Mini-bike, alarm clock (0.7 attn) */
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SNDLEVEL_SCREAMING = 90, /**< Screaming child (0.5 attn) */
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SNDLEVEL_TRAIN = 100, /**< Subway train, pneumatic drill (0.4 attn) */
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SNDLEVEL_HELICOPTER = 105, /**< Helicopter */
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SNDLEVEL_SNOWMOBILE = 110, /**< Snow mobile */
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SNDLEVEL_AIRCRAFT = 120, /**< Auto horn, aircraft */
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SNDLEVEL_RAIDSIREN = 130, /**< Air raid siren */
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SNDLEVEL_GUNFIRE = 140, /**< Gunshot, jet engine (0.27 attn) */
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SNDLEVEL_ROCKET = 180, /**< Rocket launching (0.2 attn) */
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};
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#define SNDVOL_NORMAL 1.0 /**< Normal volume */
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#define SNDPITCH_NORMAL 100 /**< Normal pitch */
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#define SNDPITCH_LOW 95 /**< A low pitch */
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#define SNDPITCH_HIGH 120 /**< A high pitch */
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#define SNDATTN_NONE 0.0 /**< No attenuation */
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#define SNDATTN_NORMAL 0.8 /**< Normal attenuation */
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#define SNDATTN_STATIC 1.25 /**< Static attenuation? */
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#define SNDATTN_RICOCHET 1.5 /**< Ricochet effect */
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#define SNDATTN_IDLE 2.0 /**< Idle attenuation? */
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/**
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* Prefetches a sound.
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*
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* @param name Sound file name.
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* @noreturn
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*/
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native PrefetchSound(const String:nane[]);
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/**
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* Gets a sound's duration (does not work for mp3s).
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*
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* @param name Sound file name.
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* @return Duration in seconds.
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*/
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native Float:GetSoundDuration(const String:name[]);
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/**
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* Emits an ambient sound.
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*
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* @param entity Entity index to associate sound with.
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* @param pos Origin of sound.
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* @param name Sound file name.
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* @param level Sound level (from 0 to 255).
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* @param flags Sound flags.
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* @param vol Volume (from 0.0 to 1.0).
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* @param pitch Pitch (from 0 to 255).
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* @param delay Play delay.
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* @noreturn
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*/
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native EmitAmbientSound(const String:name[],
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const Float:pos[3],
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entity = SOUND_FROM_WORLD,
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level = SNDLEVEL_NORMAL,
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flags = SND_NOFLAGS,
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Float:vol = SNDVOL_NORMAL,
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pitch = SNDPITCH_NORMAL,
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Float:delay = 0.0);
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/**
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* Fades a client's volume level toward silence or a given percentage.
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*
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* @param client Client index.
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* @param percent Fade percentage.
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* @param outtime Fade out time, in seconds.
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* @param holdtime Hold time, in seconds.
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* @param intime Fade in time, in seconds.
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* @noreturn
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* @error Invalid client index or client not in game.
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*/
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native FadeClientVolume(client, Float:percent, Float:outtime, Float:holdtime, Float:intime);
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/**
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* Stops a sound.
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*
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* @param entity Entity index.
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* @param channel Channel number.
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* @param name Sound name.
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* @noreturn
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*/
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native StopSound(entity, channel, const String:name[]);
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/**
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* Emits a sound to a list of clients.
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*
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* @param clients Array of client indexes.
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* @param numClients Number of clients in the array.
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* @param entity Entity to emit from.
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* @param channel Channel to emit with.
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* @param sample Sound name.
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* @param level Sound level.
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* @param flags Sound flags.
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* @param volume Sound volume.
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* @param pitch Sound pitch.
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* @param speakerentity Unknown.
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* @param origin Sound origin.
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* @param dir Sound direction.
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* @param updatePos Unknown (updates positions?)
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* @param soundtime Alternate time to play sound for.
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* @param ... Optional list of Float[3] arrays to specify additional origins.
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* @noreturn
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* @error Invalid client index.
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*/
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native EmitSound(const clients[],
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numClients,
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const String:sample[],
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entity = SOUND_FROM_WORLD,
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channel = SNDCHAN_AUTO,
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level = SNDLEVEL_NORMAL,
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flags = SND_NOFLAGS,
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Float:volume = SNDVOL_NORMAL,
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pitch = SNDPITCH_NORMAL,
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speakerentity = -1,
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const Float:origin[3] = NULL_VECTOR,
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const Float:dir[3] = NULL_VECTOR,
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bool:updatePos = true,
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Float:soundtime = 0.0,
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any:...);
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/**
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* Emits a sentence to a list of clients.
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*
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* @param clients Array of client indexes.
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* @param numClients Number of clients in the array.
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* @param entity Entity to emit from.
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* @param channel Channel to emit with.
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* @param sentence Sentence index (from PrecacheSenteFile).
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* @param level Sound level.
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* @param flags Sound flags.
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* @param volume Sound volume.
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* @param pitch Sound pitch.
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* @param speakerentity Unknown.
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* @param origin Sound origin.
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* @param dir Sound direction.
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* @param updatePos Unknown (updates positions?)
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* @param soundtime Alternate time to play sound for.
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* @param ... Optional list of Float[3] arrays to specify additional origins.
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* @noreturn
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* @error Invalid client index.
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*/
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native EmitSentence(const clients[],
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numClients,
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sentence,
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entity = SOUND_FROM_WORLD,
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channel = SNDCHAN_AUTO,
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level = SNDLEVEL_NORMAL,
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flags = SND_NOFLAGS,
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Float:volume = SNDVOL_NORMAL,
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pitch = SNDPITCH_NORMAL,
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speakerentity = -1,
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const Float:origin[3] = NULL_VECTOR,
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const Float:dir[3] = NULL_VECTOR,
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bool:updatePos = true,
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Float:soundtime = 0.0,
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any:...);
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/**
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* Wrapper to emit sound to one client.
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*
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* @param client Client index.
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* @param entity Entity to emit from.
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* @param channel Channel to emit with.
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* @param sample Sound name.
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* @param level Sound level.
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* @param flags Sound flags.
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* @param volume Sound volume.
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* @param pitch Sound pitch.
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* @param speakerentity Unknown.
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* @param origin Sound origin.
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* @param dir Sound direction.
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* @param updatePos Unknown (updates positions?)
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* @param soundtime Alternate time to play sound for.
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* @noreturn
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* @error Invalid client index.
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*/
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stock EmitSoundToClient(client,
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const String:sample[],
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entity = SOUND_FROM_PLAYER,
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channel = SNDCHAN_AUTO,
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level = SNDLEVEL_NORMAL,
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flags = SND_NOFLAGS,
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Float:volume = SNDVOL_NORMAL,
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pitch = SNDPITCH_NORMAL,
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speakerentity = -1,
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const Float:origin[3] = NULL_VECTOR,
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const Float:dir[3] = NULL_VECTOR,
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bool:updatePos = true,
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Float:soundtime = 0.0)
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{
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new clients[1];
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clients[0] = client;
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/* Save some work for SDKTools and remove SOUND_FROM_PLAYER references */
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entity = (entity == SOUND_FROM_PLAYER) ? client : entity;
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EmitSound(clients, 1, sample, entity, channel,
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level, flags, volume, pitch, speakerentity,
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origin, dir, updatePos, soundtime);
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}
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/**
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* Wrapper to emit sound to all clients.
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*
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* @param entity Entity to emit from.
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* @param channel Channel to emit with.
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* @param sample Sound name.
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* @param level Sound level.
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* @param flags Sound flags.
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* @param volume Sound volume.
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* @param pitch Sound pitch.
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* @param speakerentity Unknown.
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* @param origin Sound origin.
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* @param dir Sound direction.
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* @param updatePos Unknown (updates positions?)
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* @param soundtime Alternate time to play sound for.
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* @noreturn
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* @error Invalid client index.
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*/
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stock EmitSoundToAll(const String:sample[],
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entity = SOUND_FROM_PLAYER,
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channel = SNDCHAN_AUTO,
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level = SNDLEVEL_NORMAL,
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flags = SND_NOFLAGS,
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Float:volume = SNDVOL_NORMAL,
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pitch = SNDPITCH_NORMAL,
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speakerentity = -1,
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const Float:origin[3] = NULL_VECTOR,
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const Float:dir[3] = NULL_VECTOR,
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bool:updatePos = true,
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Float:soundtime = 0.0)
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{
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new maxClients = GetMaxClients();
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new clients[maxClients];
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new total = 0;
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for (new i=1; i<=maxClients; i++)
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{
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if (IsClientInGame(i))
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{
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clients[total++] = i;
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}
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}
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if (!total)
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{
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return;
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}
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EmitSound(clients, total, sample, entity, channel,
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level, flags, volume, pitch, speakerentity,
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origin, dir, updatePos, soundtime);
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}
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/**
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* Converts an attenuation value to a sound level.
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* This function is from the HL2SDK.
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*
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* @param attn Attenuation value.
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* @return Integer sound level.
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*/
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stock ATTN_TO_SNDLEVEL(Float:attn)
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{
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if (attn > 0.0)
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{
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return RoundFloat(50.0 + (20.0 / attn));
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}
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return 0;
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}
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