plugins/include/sdktools_sound.inc
branchrefac-jit
changeset 2168 c24a6fa957db
child 2289 44045ead61cd
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/plugins/include/sdktools_sound.inc	Sun Jul 06 04:49:55 2008 +0000
     1.3 @@ -0,0 +1,442 @@
     1.4 +/**
     1.5 + * vim: set ts=4 :
     1.6 + * =============================================================================
     1.7 + * SourceMod (C)2004-2008 AlliedModders LLC.  All rights reserved.
     1.8 + * =============================================================================
     1.9 + *
    1.10 + * This file is part of the SourceMod/SourcePawn SDK.
    1.11 + *
    1.12 + * This program is free software; you can redistribute it and/or modify it under
    1.13 + * the terms of the GNU General Public License, version 3.0, as published by the
    1.14 + * Free Software Foundation.
    1.15 + * 
    1.16 + * This program is distributed in the hope that it will be useful, but WITHOUT
    1.17 + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
    1.18 + * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
    1.19 + * details.
    1.20 + *
    1.21 + * You should have received a copy of the GNU General Public License along with
    1.22 + * this program.  If not, see <http://www.gnu.org/licenses/>.
    1.23 + *
    1.24 + * As a special exception, AlliedModders LLC gives you permission to link the
    1.25 + * code of this program (as well as its derivative works) to "Half-Life 2," the
    1.26 + * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
    1.27 + * by the Valve Corporation.  You must obey the GNU General Public License in
    1.28 + * all respects for all other code used.  Additionally, AlliedModders LLC grants
    1.29 + * this exception to all derivative works.  AlliedModders LLC defines further
    1.30 + * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
    1.31 + * or <http://www.sourcemod.net/license.php>.
    1.32 + *
    1.33 + * Version: $Id$
    1.34 + */
    1.35 +
    1.36 +#if defined _sdktools_sound_included
    1.37 +  #endinput
    1.38 +#endif
    1.39 +#define _sdktools_sound_included
    1.40 +
    1.41 +/**
    1.42 + * Sound should be from the target client.
    1.43 + */
    1.44 +#define SOUND_FROM_PLAYER		-2
    1.45 +
    1.46 +/**
    1.47 + * Sound should be from the listen server player.
    1.48 + */
    1.49 +#define SOUND_FROM_LOCAL_PLAYER	-1
    1.50 +
    1.51 +/**
    1.52 + * Sound is from the world.
    1.53 + */
    1.54 +#define SOUND_FROM_WORLD		0
    1.55 +
    1.56 +/**
    1.57 + * Sound channels.
    1.58 + */
    1.59 +enum
    1.60 +{
    1.61 +	SNDCHAN_REPLACE = -1,		/**< Unknown */
    1.62 +	SNDCHAN_AUTO = 0,			/**< Auto */
    1.63 +	SNDCHAN_WEAPON = 1,			/**< Weapons */
    1.64 +	SNDCHAN_VOICE = 2,			/**< Voices */
    1.65 +	SNDCHAN_ITEM = 3,			/**< Items */
    1.66 +	SNDCHAN_BODY = 4,			/**< Player? */
    1.67 +	SNDCHAN_STREAM = 5,			/**< "Stream channel from the static or dynamic area" */
    1.68 +	SNDCHAN_STATIC = 6,			/**< "Stream channel from the static area" */
    1.69 +	SNDCHAN_VOICE_BASE = 7,		/**< "Channel for network voice data" */
    1.70 +	SNDCHAN_USER_BASE = 135		/**< Anything >= this is allocated to game code */
    1.71 +};
    1.72 +
    1.73 +/**
    1.74 + * Sound flags for the sound emitter system.
    1.75 + */
    1.76 +enum
    1.77 +{
    1.78 +	SND_NOFLAGS= 0,			/**< Nothing */
    1.79 +	SND_CHANGEVOL = 1,		/**< Change sound volume */
    1.80 +	SND_CHANGEPITCH = 2,	/**< Change sound pitch */
    1.81 +	SND_STOP = 3,			/**< Stop the sound */
    1.82 +	SND_SPAWNING = 4,		/**< Used in some cases for ambients */
    1.83 +	SND_DELAY = 5,			/**< Sound has an initial delay */
    1.84 +	SND_STOPLOOPING = 6,	/**< Stop looping all sounds on the entity */
    1.85 +	SND_SPEAKER = 7,		/**< Being played by a mic through a speaker */
    1.86 +	SND_SHOULDPAUSE = 8,	/**< Pause if game is paused */
    1.87 +};
    1.88 +
    1.89 +/**
    1.90 + * Various predefined sound levels in dB.
    1.91 + */
    1.92 +enum
    1.93 +{
    1.94 +	SNDLEVEL_NONE = 0,			/**< None */
    1.95 +	SNDLEVEL_RUSTLE = 20,		/**< Rustling leaves */
    1.96 +	SNDLEVEL_WHISPER = 25,		/**< Whispering */
    1.97 +	SNDLEVEL_LIBRARY = 30,		/**< In a library */
    1.98 +	SNDLEVEL_FRIDGE = 45,		/**< Refridgerator */
    1.99 +	SNDLEVEL_HOME = 50,			/**< Average home (3.9 attn) */
   1.100 +	SNDLEVEL_CONVO = 60,		/**< Normal conversation (2.0 attn) */
   1.101 +	SNDLEVEL_DRYER = 60,		/**< Clothes dryer */
   1.102 +	SNDLEVEL_DISHWASHER = 65,	/**< Dishwasher/washing machine (1.5 attn) */
   1.103 +	SNDLEVEL_CAR = 70,			/**< Car or vacuum cleaner (1.0 attn) */
   1.104 +	SNDLEVEL_NORMAL = 75,		/**< Normal sound level */
   1.105 +	SNDLEVEL_TRAFFIC = 75,		/**< Busy traffic (0.8 attn) */
   1.106 +	SNDLEVEL_MINIBIKE = 80,		/**< Mini-bike, alarm clock (0.7 attn) */
   1.107 +	SNDLEVEL_SCREAMING = 90,	/**< Screaming child (0.5 attn) */
   1.108 +	SNDLEVEL_TRAIN = 100,		/**< Subway train, pneumatic drill (0.4 attn) */
   1.109 +	SNDLEVEL_HELICOPTER = 105,	/**< Helicopter */
   1.110 +	SNDLEVEL_SNOWMOBILE = 110,	/**< Snow mobile */
   1.111 +	SNDLEVEL_AIRCRAFT = 120,	/**< Auto horn, aircraft */
   1.112 +	SNDLEVEL_RAIDSIREN = 130,	/**< Air raid siren */
   1.113 +	SNDLEVEL_GUNFIRE = 140,		/**< Gunshot, jet engine (0.27 attn) */
   1.114 +	SNDLEVEL_ROCKET = 180,		/**< Rocket launching (0.2 attn) */
   1.115 +};
   1.116 +
   1.117 +#define SNDVOL_NORMAL		1.0		/**< Normal volume */
   1.118 +#define SNDPITCH_NORMAL		100		/**< Normal pitch */
   1.119 +#define SNDPITCH_LOW		95		/**< A low pitch */
   1.120 +#define SNDPITCH_HIGH		120		/**< A high pitch */
   1.121 +#define SNDATTN_NONE		0.0		/**< No attenuation */
   1.122 +#define SNDATTN_NORMAL		0.8		/**< Normal attenuation */
   1.123 +#define SNDATTN_STATIC		1.25	/**< Static attenuation? */
   1.124 +#define SNDATTN_RICOCHET	1.5		/**< Ricochet effect */
   1.125 +#define SNDATTN_IDLE		2.0		/**< Idle attenuation? */
   1.126 + 
   1.127 +/**
   1.128 + * Prefetches a sound.
   1.129 + *
   1.130 + * @param name		Sound file name relative to the "sounds" folder.
   1.131 + * @noreturn
   1.132 + */
   1.133 +native PrefetchSound(const String:nane[]);
   1.134 +
   1.135 +/**
   1.136 + * This function is not known to work, and may crash.  You should 
   1.137 + * not use it.  It is provided for backwards compatibility only.
   1.138 + *
   1.139 + * @param name		Sound file name relative to the "sounds" folder.
   1.140 + * @return			Duration in seconds.
   1.141 + */
   1.142 +#pragma deprecated Does not work, may crash.
   1.143 +native Float:GetSoundDuration(const String:name[]);
   1.144 +
   1.145 +/**
   1.146 + * Emits an ambient sound.
   1.147 + *
   1.148 + * @param name		Sound file name relative to the "sounds" folder.
   1.149 + * @param pos		Origin of sound.
   1.150 + * @param entity	Entity index to associate sound with.
   1.151 + * @param level		Sound level (from 0 to 255).
   1.152 + * @param flags		Sound flags.
   1.153 + * @param vol		Volume (from 0.0 to 1.0).
   1.154 + * @param pitch		Pitch (from 0 to 255).
   1.155 + * @param delay		Play delay.
   1.156 + * @noreturn
   1.157 + */
   1.158 +native EmitAmbientSound(const String:name[],
   1.159 +						const Float:pos[3],
   1.160 +						entity = SOUND_FROM_WORLD,
   1.161 +						level = SNDLEVEL_NORMAL,
   1.162 +						flags = SND_NOFLAGS,
   1.163 +						Float:vol = SNDVOL_NORMAL,
   1.164 +						pitch = SNDPITCH_NORMAL,
   1.165 +						Float:delay = 0.0);
   1.166 +
   1.167 +/**
   1.168 + * Fades a client's volume level toward silence or a given percentage.
   1.169 + *
   1.170 + * @param client	Client index.
   1.171 + * @param percent	Fade percentage.
   1.172 + * @param outtime	Fade out time, in seconds.
   1.173 + * @param holdtime	Hold time, in seconds.
   1.174 + * @param intime	Fade in time, in seconds.
   1.175 + * @noreturn
   1.176 + * @error			Invalid client index or client not in game.
   1.177 + */
   1.178 +native FadeClientVolume(client, Float:percent, Float:outtime, Float:holdtime, Float:intime);
   1.179 +
   1.180 +/**
   1.181 + * Stops a sound.
   1.182 + *
   1.183 + * @param entity	Entity index.
   1.184 + * @param channel	Channel number.
   1.185 + * @param name		Sound file name relative to the "sounds" folder.
   1.186 + * @noreturn
   1.187 + */
   1.188 +native StopSound(entity, channel, const String:name[]);
   1.189 +
   1.190 +/**
   1.191 + * Emits a sound to a list of clients.
   1.192 + *
   1.193 + * @param clients		Array of client indexes.
   1.194 + * @param numClients	Number of clients in the array.
   1.195 + * @param sample		Sound file name relative to the "sounds" folder.
   1.196 + * @param entity		Entity to emit from.
   1.197 + * @param channel		Channel to emit with.
   1.198 + * @param level			Sound level.
   1.199 + * @param flags			Sound flags.
   1.200 + * @param volume		Sound volume.
   1.201 + * @param pitch			Sound pitch.
   1.202 + * @param speakerentity	Unknown.
   1.203 + * @param origin		Sound origin.
   1.204 + * @param dir			Sound direction.
   1.205 + * @param updatePos		Unknown (updates positions?)
   1.206 + * @param soundtime		Alternate time to play sound for.
   1.207 + * @param ...			Optional list of Float[3] arrays to specify additional origins.
   1.208 + * @noreturn
   1.209 + * @error				Invalid client index.
   1.210 + */
   1.211 +native EmitSound(const clients[],
   1.212 +				 numClients,
   1.213 +				 const String:sample[],
   1.214 +				 entity = SOUND_FROM_PLAYER,
   1.215 +				 channel = SNDCHAN_AUTO,
   1.216 +				 level = SNDLEVEL_NORMAL,
   1.217 +				 flags = SND_NOFLAGS,
   1.218 +				 Float:volume = SNDVOL_NORMAL,
   1.219 +				 pitch = SNDPITCH_NORMAL,
   1.220 +				 speakerentity = -1,
   1.221 +				 const Float:origin[3] = NULL_VECTOR,
   1.222 +				 const Float:dir[3] = NULL_VECTOR,
   1.223 +				 bool:updatePos = true,
   1.224 +				 Float:soundtime = 0.0,
   1.225 +				 any:...);
   1.226 +
   1.227 +/**
   1.228 + * Emits a sentence to a list of clients.
   1.229 + *
   1.230 + * @param clients		Array of client indexes.
   1.231 + * @param numClients	Number of clients in the array.
   1.232 + * @param sentence		Sentence index (from PrecacheSenteFile).
   1.233 + * @param entity		Entity to emit from.
   1.234 + * @param channel		Channel to emit with.
   1.235 + * @param level			Sound level.
   1.236 + * @param flags			Sound flags.
   1.237 + * @param volume		Sound volume.
   1.238 + * @param pitch			Sound pitch.
   1.239 + * @param speakerentity	Unknown.
   1.240 + * @param origin		Sound origin.
   1.241 + * @param dir			Sound direction.
   1.242 + * @param updatePos		Unknown (updates positions?)
   1.243 + * @param soundtime		Alternate time to play sound for.
   1.244 + * @param ...			Optional list of Float[3] arrays to specify additional origins.
   1.245 + * @noreturn
   1.246 + * @error				Invalid client index.
   1.247 + */
   1.248 +native EmitSentence(const clients[],
   1.249 +				 numClients,
   1.250 +				 sentence,
   1.251 +				 entity,
   1.252 +				 channel = SNDCHAN_AUTO,
   1.253 +				 level = SNDLEVEL_NORMAL,
   1.254 +				 flags = SND_NOFLAGS,
   1.255 +				 Float:volume = SNDVOL_NORMAL,
   1.256 +				 pitch = SNDPITCH_NORMAL,
   1.257 +				 speakerentity = -1,
   1.258 +				 const Float:origin[3] = NULL_VECTOR,
   1.259 +				 const Float:dir[3] = NULL_VECTOR,
   1.260 +				 bool:updatePos = true,
   1.261 +				 Float:soundtime = 0.0,
   1.262 +				 any:...);
   1.263 +
   1.264 +/**
   1.265 + * Called when an ambient sound is about to be emitted to one or more clients.
   1.266 + *
   1.267 + * NOTICE: all parameters can be overwritten to modify the default behavior.
   1.268 + *
   1.269 + * @param sample	Sound file name relative to the "sounds" folder.
   1.270 + * @param entity	Entity index associated to the sound.
   1.271 + * @param volume	Volume (from 0.0 to 1.0).
   1.272 + * @param level		Sound level (from 0 to 255).
   1.273 + * @param pitch		Pitch (from 0 to 255).
   1.274 + * @param pos		Origin of sound.
   1.275 + * @param flags		Sound flags.
   1.276 + * @param delay		Play delay.
   1.277 + * @return		Plugin_Continue to allow the sound to be played, Plugin_Stop to block it, 
   1.278 + *			  Plugin_Changed when any parameter has been modified.
   1.279 + */
   1.280 +functag AmbientSHook Action:public(String:sample[PLATFORM_MAX_PATH], &entity, &Float:volume, &level, &pitch, Float:pos[3], &flags, &Float:delay);
   1.281 +
   1.282 +/**
   1.283 + * Called when a sound is going to be emitted to one or more clients.
   1.284 + * NOTICE: all params can be overwritten to modify the default behaviour.
   1.285 + *
   1.286 + * @param clients		Array of client indexes.
   1.287 + * @param numClients		Number of clients in the array (modify this value if you add/remove elements from the client array).
   1.288 + * @param sample		Sound file name relative to the "sounds" folder.
   1.289 + * @param entity		Entity emitting the sound.
   1.290 + * @param channel		Channel emitting the sound.
   1.291 + * @param volume		Sound volume.
   1.292 + * @param level			Sound level.
   1.293 + * @param pitch			Sound pitch.
   1.294 + * @param flags			Sound flags.
   1.295 + * @return			Plugin_Continue to allow the sound to be played, Plugin_Stop to block it, 
   1.296 + *				  Plugin_Changed when any parameter has been modified.
   1.297 + */
   1.298 +functag NormalSHook Action:public(clients[64], &numClients, String:sample[PLATFORM_MAX_PATH], &entity, &channel, &Float:volume, &level, &pitch, &flags);
   1.299 +
   1.300 +/**
   1.301 + * Hooks all played ambient sounds.
   1.302 + *
   1.303 + * @param hook		Function to use as a hook.
   1.304 + * @noreturn
   1.305 + * @error		Invalid function hook.
   1.306 + */
   1.307 +native AddAmbientSoundHook(AmbientSHook:hook);
   1.308 +
   1.309 +/**
   1.310 + * Hooks all played normal sounds.
   1.311 + *
   1.312 + * @param hook		Function to use as a hook.
   1.313 + * @noreturn
   1.314 + * @error		Invalid function hook.
   1.315 + */
   1.316 +native AddNormalSoundHook(NormalSHook:hook);
   1.317 +
   1.318 +/**
   1.319 + * Unhooks all played ambient sounds.
   1.320 + *
   1.321 + * @param hook		Function used for the hook.
   1.322 + * @noreturn
   1.323 + * @error		Invalid function hook.
   1.324 + */
   1.325 +native RemoveAmbientSoundHook(AmbientSHook:hook);
   1.326 +
   1.327 +/**
   1.328 + * Unhooks all played normal sounds.
   1.329 + *
   1.330 + * @param hook		Function used for the hook.
   1.331 + * @noreturn
   1.332 + * @error		Invalid function hook.
   1.333 + */
   1.334 +native RemoveNormalSoundHook(NormalSHook:hook);
   1.335 +				 
   1.336 +/**
   1.337 + * Wrapper to emit sound to one client.
   1.338 + *
   1.339 + * @param client		Client index.
   1.340 + * @param sample		Sound file name relative to the "sounds" folder.
   1.341 + * @param entity		Entity to emit from.
   1.342 + * @param channel		Channel to emit with.
   1.343 + * @param level			Sound level.
   1.344 + * @param flags			Sound flags.
   1.345 + * @param volume		Sound volume.
   1.346 + * @param pitch			Sound pitch.
   1.347 + * @param speakerentity	Unknown.
   1.348 + * @param origin		Sound origin.
   1.349 + * @param dir			Sound direction.
   1.350 + * @param updatePos		Unknown (updates positions?)
   1.351 + * @param soundtime		Alternate time to play sound for.
   1.352 + * @noreturn
   1.353 + * @error				Invalid client index.
   1.354 + */
   1.355 +stock EmitSoundToClient(client,
   1.356 +				 const String:sample[],
   1.357 +				 entity = SOUND_FROM_PLAYER,
   1.358 +				 channel = SNDCHAN_AUTO,
   1.359 +				 level = SNDLEVEL_NORMAL,
   1.360 +				 flags = SND_NOFLAGS,
   1.361 +				 Float:volume = SNDVOL_NORMAL,
   1.362 +				 pitch = SNDPITCH_NORMAL,
   1.363 +				 speakerentity = -1,
   1.364 +				 const Float:origin[3] = NULL_VECTOR,
   1.365 +				 const Float:dir[3] = NULL_VECTOR,
   1.366 +				 bool:updatePos = true,
   1.367 +				 Float:soundtime = 0.0)
   1.368 +{
   1.369 +	new clients[1];
   1.370 +	clients[0] = client;
   1.371 +	/* Save some work for SDKTools and remove SOUND_FROM_PLAYER references */
   1.372 +	entity = (entity == SOUND_FROM_PLAYER) ? client : entity;
   1.373 +	EmitSound(clients, 1, sample, entity, channel, 
   1.374 +		level, flags, volume, pitch, speakerentity,
   1.375 +		origin, dir, updatePos, soundtime);
   1.376 +}
   1.377 +
   1.378 +/**
   1.379 + * Wrapper to emit sound to all clients.
   1.380 + *
   1.381 + * @param sample		Sound file name relative to the "sounds" folder.
   1.382 + * @param entity		Entity to emit from.
   1.383 + * @param channel		Channel to emit with.
   1.384 + * @param level			Sound level.
   1.385 + * @param flags			Sound flags.
   1.386 + * @param volume		Sound volume.
   1.387 + * @param pitch			Sound pitch.
   1.388 + * @param speakerentity	Unknown.
   1.389 + * @param origin		Sound origin.
   1.390 + * @param dir			Sound direction.
   1.391 + * @param updatePos		Unknown (updates positions?)
   1.392 + * @param soundtime		Alternate time to play sound for.
   1.393 + * @noreturn
   1.394 + * @error				Invalid client index.
   1.395 + */
   1.396 +stock EmitSoundToAll(const String:sample[],
   1.397 +				 entity = SOUND_FROM_PLAYER,
   1.398 +				 channel = SNDCHAN_AUTO,
   1.399 +				 level = SNDLEVEL_NORMAL,
   1.400 +				 flags = SND_NOFLAGS,
   1.401 +				 Float:volume = SNDVOL_NORMAL,
   1.402 +				 pitch = SNDPITCH_NORMAL,
   1.403 +				 speakerentity = -1,
   1.404 +				 const Float:origin[3] = NULL_VECTOR,
   1.405 +				 const Float:dir[3] = NULL_VECTOR,
   1.406 +				 bool:updatePos = true,
   1.407 +				 Float:soundtime = 0.0)
   1.408 +{
   1.409 +	new maxClients = GetMaxClients();
   1.410 +	new clients[maxClients];
   1.411 +	new total = 0;
   1.412 +	
   1.413 +	for (new i=1; i<=maxClients; i++)
   1.414 +	{
   1.415 +		if (IsClientInGame(i))
   1.416 +		{
   1.417 +			clients[total++] = i;
   1.418 +		}
   1.419 +	}
   1.420 +	
   1.421 +	if (!total)
   1.422 +	{
   1.423 +		return;
   1.424 +	}
   1.425 +	
   1.426 +	EmitSound(clients, total, sample, entity, channel, 
   1.427 +		level, flags, volume, pitch, speakerentity,
   1.428 +		origin, dir, updatePos, soundtime);
   1.429 +}
   1.430 +
   1.431 +/**
   1.432 + * Converts an attenuation value to a sound level.  
   1.433 + * This function is from the HL2SDK.
   1.434 + *
   1.435 + * @param attn		Attenuation value.
   1.436 + * @return			Integer sound level.
   1.437 + */
   1.438 +stock ATTN_TO_SNDLEVEL(Float:attn)
   1.439 +{
   1.440 +	if (attn > 0.0)
   1.441 +	{
   1.442 +		return RoundFloat(50.0 + (20.0 / attn));
   1.443 +	}
   1.444 +	return 0;
   1.445 +}