sourcemod/plugins/include/sdktools_sound.inc
Nicholas Hastings 126ce99cd9 Resize clients array in newest NormalSHook prototype to MAXPLAYERS.
The old version of the newer one is left as a third typeset member to not break
compilation for users opting into it on dev branch. Both typeset members with
old array size are however marked as deprecated, since they can be missing
a client.
2015-11-26 09:43:08 -05:00

742 lines
24 KiB
SourcePawn

/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This file is part of the SourceMod/SourcePawn SDK.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#if defined _sdktools_sound_included
#endinput
#endif
#define _sdktools_sound_included
/**
* Sound should be from the target client.
*/
#define SOUND_FROM_PLAYER -2
/**
* Sound should be from the listen server player.
*/
#define SOUND_FROM_LOCAL_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, /**< Refrigerator */
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 relative to the "sounds" folder.
* @noreturn
*/
native PrefetchSound(const String:name[]);
/**
* This function is not known to work, and may crash. You should
* not use it. It is provided for backwards compatibility only.
*
* @param name Sound file name relative to the "sounds" folder.
* @return Duration in seconds.
*/
#pragma deprecated Does not work, may crash.
native Float:GetSoundDuration(const String:name[]);
/**
* Emits an ambient sound.
*
* @param name Sound file name relative to the "sounds" folder.
* @param pos Origin of sound.
* @param entity Entity index to associate sound with.
* @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 file name relative to the "sounds" folder.
* @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 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 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_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,
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.
*
* @param clients Array of client indexes.
* @param numClients Number of clients in the array.
* @param sentence Sentence index (from PrecacheSentenceFile).
* @param entity Entity to emit from.
* @param channel Channel to emit with.
* @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,
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:...);
/**
*Calculates gain of sound on given distance with given sound level in decibel
*
* @param soundlevel decibel of sound, like SNDLEVEL_NORMAL or integer value
* @param distance distance of sound to calculate, not meter or feet, but Source Engine`s normal Coordinate unit
* @return gain of sound. you can multiply this with original sound`s volume to calculate volume on given distance
*/
native Float:GetDistGainFromSoundLevel(soundlevel, Float:distance);
/**
* Called when an ambient sound is about to be emitted to one or more clients.
*
* NOTICE: all parameters can be overwritten to modify the default behavior.
*
* @param sample Sound file name relative to the "sounds" folder.
* @param entity Entity index associated to the sound.
* @param volume Volume (from 0.0 to 1.0).
* @param level Sound level (from 0 to 255).
* @param pitch Pitch (from 0 to 255).
* @param pos Origin of sound.
* @param flags Sound flags.
* @param delay Play delay.
* @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it,
* Plugin_Changed when any parameter has been modified.
*/
typedef AmbientSHook = function Action (
char sample[PLATFORM_MAX_PATH],
int &entity,
float &volume,
int &level,
int &pitch,
float pos[3],
int &flags,
float &delay
);
typeset NormalSHook
{
// Called when a sound is going to be emitted to one or more clients.
// NOTICE: all params can be overwritten to modify the default behavior.
//
// @param clients Array of client indexes.
// @param numClients Number of clients in the array (modify this value if you add/remove elements from the client array).
// @param sample Sound file name relative to the "sounds" folder.
// @param entity Entity emitting the sound.
// @param channel Channel emitting the sound.
// @param volume Sound volume.
// @param level Sound level.
// @param pitch Sound pitch.
// @param flags Sound flags.
// @param soundEntry Game sound entry name. (Used in engines newer than Portal 2)
// @param seed Sound seed. (Used in engines newer than Portal 2)
// @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it,
// Plugin_Changed when any parameter has been modified.
function Action (int clients[MAXPLAYERS], int &numClients, char sample[PLATFORM_MAX_PATH],
int &entity, int &channel, float &volume, int &level, int &pitch, int &flags,
char soundEntry[PLATFORM_MAX_PATH], int &seed);
// Deprecated. Use other prototype.
function Action (int clients[64], int &numClients, char sample[PLATFORM_MAX_PATH],
int &entity, int &channel, float &volume, int &level, int &pitch, int &flags,
char soundEntry[PLATFORM_MAX_PATH], int &seed);
// Deprecated. Use other prototype.
function Action (int clients[64], int &numClients, char sample[PLATFORM_MAX_PATH],
int &entity, int &channel, float &volume, int &level, int &pitch, int &flags);
};
/**
* Hooks all played ambient sounds.
*
* @param hook Function to use as a hook.
* @noreturn
* @error Invalid function hook.
*/
native AddAmbientSoundHook(AmbientSHook:hook);
/**
* Hooks all played normal sounds.
*
* @param hook Function to use as a hook.
* @noreturn
* @error Invalid function hook.
*/
native AddNormalSoundHook(NormalSHook:hook);
/**
* Unhooks all played ambient sounds.
*
* @param hook Function used for the hook.
* @noreturn
* @error Invalid function hook.
*/
native RemoveAmbientSoundHook(AmbientSHook:hook);
/**
* Unhooks all played normal sounds.
*
* @param hook Function used for the hook.
* @noreturn
* @error Invalid function hook.
*/
native RemoveNormalSoundHook(NormalSHook:hook);
/**
* Wrapper to emit sound to one client.
*
* @param client Client index.
* @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 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 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 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 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;
}
/**
* Retrieves the parameters for a game sound.
*
* Game sounds are found in a game's scripts/game_sound.txt or other files
* referenced from it
*
* Note that if a game sound has a rndwave section, one of them will be returned
* at random.
*
* @param gameSound Name of game sound.
* @param channel Channel to emit with.
* @param level Sound level.
* @param volume Sound volume.
* @param pitch Sound pitch.
* @param sample Sound file name relative to the "sounds" folder.
* @param maxlength Maximum length of sample string buffer.
* @param entity Entity the sound is being emitted from.
* @return True if the sound was successfully retrieved, false if it
* was not found
*/
native bool:GetGameSoundParams(const String:gameSound[],
&channel,
&soundLevel,
&Float:volume,
&pitch,
String:sample[],
maxlength,
entity=SOUND_FROM_PLAYER);
/**
* Emits a game sound to a list of clients.
*
* Game sounds are found in a game's scripts/game_sound.txt or other files
* referenced from it
*
* Note that if a game sound has a rndwave section, one of them will be returned
* at random.
*
* @param clients Array of client indexes.
* @param numClients Number of clients in the array.
* @param gameSound Name of game sound.
* @param entity Entity to emit from.
* @param flags Sound flags.
* @param speakerentity Unknown.
* @param origin Sound origin.
* @param dir Sound direction.
* @param updatePos Unknown (updates positions?)
* @param soundtime Alternate time to play sound for.
* @return True if the sound was played successfully, false if it failed
* @error Invalid client index.
*/
stock bool:EmitGameSound(const clients[],
numClients,
const String:gameSound[],
entity = SOUND_FROM_PLAYER,
flags = SND_NOFLAGS,
speakerentity = -1,
const Float:origin[3] = NULL_VECTOR,
const Float:dir[3] = NULL_VECTOR,
bool:updatePos = true,
Float:soundtime = 0.0)
{
new channel;
new level;
new Float:volume;
new pitch;
new String:sample[PLATFORM_MAX_PATH];
if (GetGameSoundParams(gameSound, channel, level, volume, pitch, sample, sizeof(sample), entity))
{
EmitSound(clients, numClients, sample, entity, channel, level, flags, volume, pitch, speakerentity, origin, dir, updatePos, soundtime);
return true;
}
else
{
return false;
}
}
/**
* Emits an ambient game sound.
*
* Game sounds are found in a game's scripts/game_sound.txt or other files
* referenced from it
*
* Note that if a game sound has a rndwave section, one of them will be returned
* at random.
*
* @param gameSound Name of game sound.
* @param pos Origin of sound.
* @param entity Entity index to associate sound with.
* @param flags Sound flags.
* @param delay Play delay.
* @noreturn
*/
stock bool:EmitAmbientGameSound(const String:gameSound[],
const Float:pos[3],
entity = SOUND_FROM_WORLD,
flags = SND_NOFLAGS,
Float:delay = 0.0)
{
new channel; // This is never actually used for Ambients, but it's a mandatory field to GetGameSoundParams
new level;
new Float:volume;
new pitch;
new String:sample[PLATFORM_MAX_PATH];
if (GetGameSoundParams(gameSound, channel, level, volume, pitch, sample, sizeof(sample), entity))
{
EmitAmbientSound(sample, pos, entity, level, flags, volume, pitch, delay);
return true;
}
else
{
return false;
}
}
/**
* Wrapper to emit a game sound to one client.
*
* Game sounds are found in a game's scripts/game_sound.txt or other files
* referenced from it
*
* Note that if a game sound has a rndwave section, one of them will be returned
* at random.
*
* @param client Client index.
* @param gameSound Name of game sound.
* @param entity Entity to emit from.
* @param flags Sound flags.
* @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 bool:EmitGameSoundToClient(client,
const String:gameSound[],
entity = SOUND_FROM_PLAYER,
flags = SND_NOFLAGS,
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;
return EmitGameSound(clients, 1, gameSound, entity, flags,
speakerentity, origin, dir, updatePos, soundtime);
}
/**
* Wrapper to emit game sound to all clients.
*
* Game sounds are found in a game's scripts/game_sound.txt or other files
* referenced from it
*
* Note that if a game sound has a rndwave section, one of them will be returned
* at random.
*
* @param gameSound Name of game sound.
* @param entity Entity to emit from.
* @param flags Sound flags.
* @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 bool:EmitGameSoundToAll(const String:gameSound[],
entity = SOUND_FROM_PLAYER,
flags = SND_NOFLAGS,
speakerentity = -1,
const Float:origin[3] = NULL_VECTOR,
const Float:dir[3] = NULL_VECTOR,
bool:updatePos = true,
Float:soundtime = 0.0)
{
new clients[MaxClients];
new total = 0;
for (new i=1; i<=MaxClients; i++)
{
if (IsClientInGame(i))
{
clients[total++] = i;
}
}
if (!total)
{
return false;
}
return EmitGameSound(clients, total, gameSound, entity, flags,
speakerentity, origin, dir, updatePos, soundtime);
}
/**
* Precache a game sound.
*
* Most games will precache all game sounds on map start, but this is not guaranteed...
* Team Fortress 2 is known to not pre-cache MvM game mode sounds on non-MvM maps.
*
* Due to the above, this native should be called before any calls to GetGameSoundParams,
* EmitGameSound*, or EmitAmbientGameSound.
*
* It should be safe to pass already precached game sounds to this function.
*
* Note: It precaches all files for a game sound.
*
* @param soundname Game sound to precache
*
* @return True if the game sound was found, false if sound did not exist
* or had no files
*/
native bool:PrecacheScriptSound(const String:soundname[]);