Adding EmitSoundEntry() for engines >= portal 2

This commit is contained in:
Anthony 2015-01-21 10:33:29 -08:00
parent cddae6f456
commit ee0575bbb0
2 changed files with 184 additions and 0 deletions

View File

@ -1130,6 +1130,147 @@ static cell_t EmitSound(IPluginContext *pContext, const cell_t *params)
return 1;
}
static cell_t EmitSoundEntry(IPluginContext *pContext, const cell_t *params)
{
#if SOURCE_ENGINE < SE_PORTAL2
return pContext->ThrowNativeError("EmitSoundEntry is not available in this game.");
#else
cell_t *addr, *cl_array;
CellRecipientFilter crf;
unsigned int numClients;
int client;
IGamePlayer *pPlayer = NULL;
pContext->LocalToPhysAddr(params[1], &cl_array);
numClients = params[2];
/* Client validation */
for (unsigned int i = 0; i < numClients; i++)
{
client = cl_array[i];
pPlayer = playerhelpers->GetGamePlayer(client);
if (!pPlayer)
{
return pContext->ThrowNativeError("Client index %d is invalid", client);
}
else if (!pPlayer->IsInGame()) {
return pContext->ThrowNativeError("Client %d is not connected", client);
}
}
crf.Initialize(cl_array, numClients);
char *soundEntry;
pContext->LocalToString(params[3], &soundEntry);
char *sample;
pContext->LocalToString(params[4], &sample);
// By default, we want the hash to equal maxint
unsigned int soundEntryHash = -1;
// We only generate a hash if the sample is not the same as the sound entry and the sound entry is not empty.
if (strcmp(soundEntry, sample) != 0 && strcmp(soundEntry, "") != 0)
soundEntryHash = GenerateSoundEntryHash(soundEntry);
int entity = SoundReferenceToIndex(params[5]);
int channel = params[6];
int level = params[7];
int seed = params[8];
int flags = params[9];
float vol = sp_ctof(params[10]);
int pitch = params[11];
int speakerentity = params[12];
Vector *pOrigin = NULL, origin;
Vector *pDir = NULL, dir;
pContext->LocalToPhysAddr(params[13], &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[14], &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[15] ? true : false;
float soundtime = sp_ctof(params[16]);
CUtlVector<Vector> *pOrigVec = NULL;
CUtlVector<Vector> origvec;
if (params[0] > 16)
{
pOrigVec = &origvec;
for (cell_t i = 17; 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 == -2 && engine->IsDedicatedServer())
{
for (unsigned int i = 0; i < numClients; i++)
{
cell_t player[1];
player[0] = cl_array[i];
crf.Reset();
crf.Initialize(player, 1);
if (g_InSoundHook)
{
SH_CALL(enginesoundPatch,
static_cast<int (IEngineSound::*)(IRecipientFilter &, int, int, const char*, unsigned int, const char*, float,
soundlevel_t, int, int, int, const Vector *, const Vector *, CUtlVector<Vector> *, bool, float, int)>
(&IEngineSound::EmitSound))(crf, player[0], channel, soundEntry, soundEntryHash, sample, vol, (soundlevel_t)level, seed,
flags, pitch, pOrigin, pDir, pOrigVec, updatePos, soundtime, speakerentity);
}
else
{
engsound->EmitSound(crf, player[0], channel, soundEntry, soundEntryHash, sample, vol, (soundlevel_t)level, seed,
flags, pitch, pOrigin, pDir, pOrigVec, updatePos, soundtime, speakerentity);
}
}
}
else {
if (g_InSoundHook)
{
SH_CALL(enginesoundPatch,
static_cast<int (IEngineSound::*)(IRecipientFilter &, int, int, const char*, unsigned int, const char*, float,
soundlevel_t, int, int, int, const Vector *, const Vector *, CUtlVector<Vector> *, bool, float, int)>
(&IEngineSound::EmitSound))(crf, entity, channel, soundEntry, soundEntryHash, sample, vol, (soundlevel_t)level,
seed, flags, pitch, pOrigin, pDir, pOrigVec, updatePos, soundtime, speakerentity);
}
else
{
engsound->EmitSound(crf, entity, channel, soundEntry, soundEntryHash, sample, vol, (soundlevel_t)level, seed,
flags, pitch, pOrigin, pDir, pOrigVec, updatePos, soundtime, speakerentity);
}
}
return 1;
#endif
}
static cell_t EmitSentence(IPluginContext *pContext, const cell_t *params)
{
cell_t *addr;
@ -1346,6 +1487,7 @@ sp_nativeinfo_t g_SoundNatives[] =
{"EmitAmbientSound", EmitAmbientSound},
{"EmitSentence", EmitSentence},
{"EmitSound", EmitSound},
{"EmitSoundEntry", EmitSoundEntry},
{"FadeClientVolume", FadeClientVolume},
{"GetSoundDuration", GetSoundDuration},
{"PrefetchSound", PrefetchSound},

View File

@ -221,6 +221,48 @@ native EmitSound(const clients[],
Float:soundtime = 0.0,
any:...);
/**
* Emits a sound or game sound to a list of clients using the latest version of the engine sound interface.
* This native is only available in engines that are greater than or equal to Portal 2.
*
* @param clients Array of client indexes.
* @param numClients Number of clients in the array.
* @param soundEntry Sound entry name.
* @param sample Sound file name relative to the "sounds" folder.
* @param entity Entity to emit from.
* @param channel Channel to emit with.
* @param level Sound level.
* @param seed Sound seed.
* @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 EmitSoundEntry(const clients[],
numClients,
const String:soundEntry[],
const String:sample[],
entity = SOUND_FROM_PLAYER,
channel = SNDCHAN_AUTO,
level = SNDLEVEL_NORMAL,
seed = 0,
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.
*