added enginesound support

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401053
This commit is contained in:
David Anderson 2007-07-07 17:46:17 +00:00
parent 16c35c458e
commit b5831fd263
7 changed files with 640 additions and 2 deletions

View File

@ -36,6 +36,7 @@ IServerGameEnts *gameents = NULL;
IBinTools *g_pBinTools = NULL; IBinTools *g_pBinTools = NULL;
IGameConfig *g_pGameConf = NULL; IGameConfig *g_pGameConf = NULL;
IGameHelpers *g_pGameHelpers = NULL; IGameHelpers *g_pGameHelpers = NULL;
IEngineSound *engsound = NULL;
HandleType_t g_CallHandle = 0; HandleType_t g_CallHandle = 0;
SMEXT_LINK(&g_SdkTools); SMEXT_LINK(&g_SdkTools);
@ -49,6 +50,7 @@ bool SDKTools::SDK_OnLoad(char *error, size_t maxlength, bool late)
sharesys->AddNatives(myself, g_CallNatives); sharesys->AddNatives(myself, g_CallNatives);
sharesys->AddNatives(myself, g_Natives); sharesys->AddNatives(myself, g_Natives);
sharesys->AddNatives(myself, g_TENatives); sharesys->AddNatives(myself, g_TENatives);
sharesys->AddNatives(myself, g_SoundNatives);
SM_GET_IFACE(GAMEHELPERS, g_pGameHelpers); SM_GET_IFACE(GAMEHELPERS, g_pGameHelpers);
@ -89,7 +91,8 @@ void SDKTools::SDK_OnUnload()
bool SDKTools::SDK_OnMetamodLoad(ISmmAPI *ismm, char *error, size_t maxlen, bool late) bool SDKTools::SDK_OnMetamodLoad(ISmmAPI *ismm, char *error, size_t maxlen, bool late)
{ {
GET_V_IFACE_CURRENT(serverFactory, gameents, IServerGameEnts, INTERFACEVERSION_SERVERGAMEENTS); GET_V_IFACE_ANY(serverFactory, gameents, IServerGameEnts, INTERFACEVERSION_SERVERGAMEENTS);
GET_V_IFACE_ANY(engineFactory, engsound, IEngineSound, IENGINESOUND_SERVER_INTERFACE_VERSION);
return true; return true;
} }

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@ -33,6 +33,7 @@
#include <IBinTools.h> #include <IBinTools.h>
#include <IPlayerHelpers.h> #include <IPlayerHelpers.h>
#include <IGameHelpers.h> #include <IGameHelpers.h>
#include <IEngineSound.h>
/** /**
* @brief Implementation of the SDK Tools extension. * @brief Implementation of the SDK Tools extension.
@ -63,5 +64,6 @@ extern IBinTools *g_pBinTools;
extern IGameConfig *g_pGameConf; extern IGameConfig *g_pGameConf;
extern IGameHelpers *g_pGameHelpers; extern IGameHelpers *g_pGameHelpers;
extern HandleType_t g_CallHandle; extern HandleType_t g_CallHandle;
extern IEngineSound *engsound;
#endif //_INCLUDE_SOURCEMOD_EXTENSION_PROPER_H_ #endif //_INCLUDE_SOURCEMOD_EXTENSION_PROPER_H_

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?> <?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject <VisualStudioProject
ProjectType="Visual C++" ProjectType="Visual C++"
Version="8,00" Version="8.00"
Name="sdktools" Name="sdktools"
ProjectGUID="{7A740927-C751-4312-BF9D-6367F8C508F8}" ProjectGUID="{7A740927-C751-4312-BF9D-6367F8C508F8}"
RootNamespace="sdk" RootNamespace="sdk"
@ -65,6 +65,7 @@
AdditionalDependencies="vstdlib.lib tier0.lib tier1.lib" AdditionalDependencies="vstdlib.lib tier0.lib tier1.lib"
OutputFile="$(OutDir)\sdktools.ext.dll" OutputFile="$(OutDir)\sdktools.ext.dll"
LinkIncremental="2" LinkIncremental="2"
IgnoreDefaultLibraryNames="LIBCMT"
GenerateDebugInformation="true" GenerateDebugInformation="true"
SubSystem="2" SubSystem="2"
TargetMachine="1" TargetMachine="1"
@ -139,6 +140,7 @@
/> />
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="vstdlib.lib tier0.lib tier1.lib"
OutputFile="$(OutDir)\sdktools.ext.dll" OutputFile="$(OutDir)\sdktools.ext.dll"
LinkIncremental="1" LinkIncremental="1"
GenerateDebugInformation="true" GenerateDebugInformation="true"
@ -209,6 +211,10 @@
RelativePath="..\vnatives.cpp" RelativePath="..\vnatives.cpp"
> >
</File> </File>
<File
RelativePath="..\vsound.cpp"
>
</File>
</Filter> </Filter>
<Filter <Filter
Name="Header Files" Name="Header Files"

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@ -28,5 +28,6 @@
extern List<ValveCall *> g_RegCalls; extern List<ValveCall *> g_RegCalls;
extern sp_nativeinfo_t g_Natives[]; extern sp_nativeinfo_t g_Natives[];
extern sp_nativeinfo_t g_SoundNatives[];
#endif //_INCLUDE_SDKTOOLS_VNATIVES_H_ #endif //_INCLUDE_SDKTOOLS_VNATIVES_H_

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@ -0,0 +1,278 @@
#include "extension.h"
#include "CellRecipientFilter.h"
static cell_t PrefetchSound(IPluginContext *pContext, const cell_t *params)
{
char *name;
pContext->LocalToString(params[1], &name);
engsound->PrefetchSound(name);
return 1;
}
static cell_t GetSoundDuration(IPluginContext *pContext, const cell_t *params)
{
char *name;
pContext->LocalToString(params[1], &name);
return sp_ftoc(engsound->GetSoundDuration(name));
}
static cell_t EmitAmbientSound(IPluginContext *pContext, const cell_t *params)
{
cell_t entity;
Vector pos;
char *name;
float vol, delay;
int pitch, flags, level;
entity = params[3];
cell_t *addr;
pContext->LocalToPhysAddr(params[2], &addr);
pos.x = sp_ctof(addr[0]);
pos.y = sp_ctof(addr[1]);
pos.z = sp_ctof(addr[2]);
pContext->LocalToString(params[1], &name);
vol = sp_ctof(params[6]);
level = params[4];
flags = params[5];
pitch = params[7];
delay = sp_ctof(params[8]);
engine->EmitAmbientSound(entity, pos, name, vol, (soundlevel_t)level, flags, pitch, delay);
return 1;
}
static cell_t FadeClientVolume(IPluginContext *pContext, const cell_t *params)
{
int client = params[1];
if (client < 1 || client > playerhelpers->GetMaxClients())
{
return pContext->ThrowNativeError("Client index %d is not valid", client);
}
IGamePlayer *player = playerhelpers->GetGamePlayer(client);
if (!player->IsInGame())
{
return pContext->ThrowNativeError("Client index %d is not in game", client);
}
engine->FadeClientVolume(player->GetEdict(),
sp_ctof(params[2]),
sp_ctof(params[3]),
sp_ctof(params[4]),
sp_ctof(params[5]));
return 1;
}
static cell_t StopSound(IPluginContext *pContext, const cell_t *params)
{
int entity = params[1];
int channel = params[2];
char *name;
pContext->LocalToString(params[3], &name);
engsound->StopSound(entity, channel, name);
return 1;
}
static cell_t EmitSound(IPluginContext *pContext, const cell_t *params)
{
cell_t *addr, *pl_addr;
CellRecipientFilter crf;
pContext->LocalToPhysAddr(params[1], &pl_addr);
crf.Initialize(pl_addr, params[2]);
char *sample;
pContext->LocalToString(params[3], &sample);
int entity = params[4];
int channel = params[5];
int level = params[6];
int flags = params[7];
float vol = sp_ctof(params[8]);
int pitch = params[9];
int speakerentity = params[10];
Vector *pOrigin = NULL, origin;
Vector *pDir = NULL, dir;
pContext->LocalToPhysAddr(params[11], &addr);
if (addr != pContext->GetNullRef(SP_NULL_VECTOR))
{
pOrigin = &origin;
origin.x = sp_ctof(addr[0]);
origin.y = sp_ctof(addr[1]);
origin.z = sp_ctof(addr[2]);
}
pContext->LocalToPhysAddr(params[12], &addr);
if (addr != pContext->GetNullRef(SP_NULL_VECTOR))
{
pDir = &dir;
dir.x = sp_ctof(addr[0]);
dir.y = sp_ctof(addr[1]);
dir.z = sp_ctof(addr[2]);
}
bool updatePos = params[13] ? true : false;
float soundtime = sp_ctof(params[14]);
CUtlVector<Vector> *pOrigVec = NULL;
CUtlVector<Vector> origvec;
if (params[0] > 14)
{
pOrigVec = &origvec;
for (cell_t i = 15; i <= params[0]; i++)
{
Vector vec;
pContext->LocalToPhysAddr(params[i], &addr);
vec.x = sp_ctof(addr[0]);
vec.y = sp_ctof(addr[1]);
vec.z = sp_ctof(addr[2]);
origvec.AddToTail(vec);
}
}
/* If we're going to a "local player" and this is a dedicated server,
* intelligently redirect each sound.
*/
if (entity == SOUND_FROM_LOCAL_PLAYER && engine->IsDedicatedServer())
{
for (cell_t i=0; i<params[2]; i++)
{
cell_t player[1];
player[0] = pl_addr[i];
crf.Reset();
crf.Initialize(player, 1);
engsound->EmitSound(crf,
player[0],
channel,
sample,
vol,
(soundlevel_t)level,
flags,
pitch,
pOrigin,
pDir,
pOrigVec,
updatePos,
soundtime,
speakerentity);
}
} else {
engsound->EmitSound(crf,
entity,
channel,
sample,
vol,
(soundlevel_t)level,
flags,
pitch,
pOrigin,
pDir,
pOrigVec,
updatePos,
soundtime,
speakerentity);
}
return 1;
}
static cell_t EmitSentence(IPluginContext *pContext, const cell_t *params)
{
cell_t *addr;
CellRecipientFilter crf;
pContext->LocalToPhysAddr(params[1], &addr);
crf.Initialize(addr, params[2]);
int sentence = params[3];
int entity = params[4];
int channel = params[5];
int level = params[6];
int flags = params[7];
float vol = sp_ctof(params[8]);
int pitch = params[9];
int speakerentity = params[10];
Vector *pOrigin = NULL, origin;
Vector *pDir = NULL, dir;
pContext->LocalToPhysAddr(params[11], &addr);
if (addr != pContext->GetNullRef(SP_NULL_VECTOR))
{
pOrigin = &origin;
origin.x = sp_ctof(addr[0]);
origin.y = sp_ctof(addr[1]);
origin.z = sp_ctof(addr[2]);
}
pContext->LocalToPhysAddr(params[12], &addr);
if (addr != pContext->GetNullRef(SP_NULL_VECTOR))
{
pDir = &dir;
dir.x = sp_ctof(addr[0]);
dir.y = sp_ctof(addr[1]);
dir.z = sp_ctof(addr[2]);
}
bool updatePos = params[13] ? true : false;
float soundtime = sp_ctof(params[14]);
CUtlVector<Vector> *pOrigVec = NULL;
CUtlVector<Vector> origvec;
if (params[0] > 14)
{
pOrigVec = &origvec;
for (cell_t i = 15; i <= params[0]; i++)
{
Vector vec;
pContext->LocalToPhysAddr(params[i], &addr);
vec.x = sp_ctof(addr[0]);
vec.y = sp_ctof(addr[1]);
vec.z = sp_ctof(addr[2]);
origvec.AddToTail(vec);
}
}
engsound->EmitSentenceByIndex(crf,
entity,
channel,
sentence,
vol,
(soundlevel_t)level,
flags,
pitch,
pOrigin,
pDir,
pOrigVec,
updatePos,
soundtime,
speakerentity);
return 1;
}
sp_nativeinfo_t g_SoundNatives[] =
{
{"EmitAmbientSound", EmitAmbientSound},
{"EmitSentence", EmitSentence},
{"EmitSound", EmitSound},
{"FadeClientVolume", FadeClientVolume},
{"GetSoundDuration", GetSoundDuration},
{"PrefetchSound", PrefetchSound},
{"StopSound", StopSound},
{NULL, NULL},
};

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@ -22,6 +22,7 @@
#include <sdktools_functions> #include <sdktools_functions>
#include <sdktools_tempents> #include <sdktools_tempents>
#include <sdktools_tempents_stocks> #include <sdktools_tempents_stocks>
#include <sdktools_sound>
enum SDKCallType enum SDKCallType
{ {

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