dvander@1047: /**
dvander@1047: * vim: set ts=4 :
ds@1330: * =============================================================================
ds@1947: * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
ds@1330: * =============================================================================
ds@1330: *
ds@1330: * This file is part of the SourceMod/SourcePawn SDK.
dvander@1047: *
ds@1330: * This program is free software; you can redistribute it and/or modify it under
ds@1330: * the terms of the GNU General Public License, version 3.0, as published by the
ds@1330: * Free Software Foundation.
ds@1330: *
ds@1330: * This program is distributed in the hope that it will be useful, but WITHOUT
ds@1330: * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
ds@1330: * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
ds@1330: * details.
ds@1330: *
ds@1330: * You should have received a copy of the GNU General Public License along with
ds@1330: * this program. If not, see .
ds@1330: *
ds@1330: * As a special exception, AlliedModders LLC gives you permission to link the
ds@1330: * code of this program (as well as its derivative works) to "Half-Life 2," the
ds@1330: * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
ds@1330: * by the Valve Corporation. You must obey the GNU General Public License in
ds@1330: * all respects for all other code used. Additionally, AlliedModders LLC grants
ds@1330: * this exception to all derivative works. AlliedModders LLC defines further
ds@1330: * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
ds@1330: * or .
dvander@1047: *
dvander@1047: * Version: $Id$
dvander@1047: */
dvander@1047:
dvander@1047: #if defined _sdktools_sound_included
dvander@1047: #endinput
dvander@1047: #endif
dvander@1047: #define _sdktools_sound_included
dvander@1047:
dvander@1047: /**
dvander@1048: * Sound should be from the target client.
dvander@1047: */
dvander@1048: #define SOUND_FROM_PLAYER -2
dvander@1048:
dvander@1048: /**
dvander@1048: * Sound should be from the listen server player.
dvander@1048: */
dvander@1048: #define SOUND_FROM_LOCAL_PLAYER -1
dvander@1047:
dvander@1047: /**
dvander@1047: * Sound is from the world.
dvander@1047: */
dvander@1047: #define SOUND_FROM_WORLD 0
dvander@1047:
dvander@1047: /**
dvander@1047: * Sound channels.
dvander@1047: */
dvander@1047: enum
dvander@1047: {
dvander@1047: SNDCHAN_REPLACE = -1, /**< Unknown */
dvander@1047: SNDCHAN_AUTO = 0, /**< Auto */
dvander@1047: SNDCHAN_WEAPON = 1, /**< Weapons */
dvander@1047: SNDCHAN_VOICE = 2, /**< Voices */
dvander@1047: SNDCHAN_ITEM = 3, /**< Items */
dvander@1047: SNDCHAN_BODY = 4, /**< Player? */
dvander@1047: SNDCHAN_STREAM = 5, /**< "Stream channel from the static or dynamic area" */
dvander@1047: SNDCHAN_STATIC = 6, /**< "Stream channel from the static area" */
dvander@1047: SNDCHAN_VOICE_BASE = 7, /**< "Channel for network voice data" */
dvander@1047: SNDCHAN_USER_BASE = 135 /**< Anything >= this is allocated to game code */
dvander@1047: };
dvander@1047:
dvander@1047: /**
dvander@1047: * Sound flags for the sound emitter system.
dvander@1047: */
dvander@1047: enum
dvander@1047: {
dvander@1047: SND_NOFLAGS= 0, /**< Nothing */
dvander@1047: SND_CHANGEVOL = 1, /**< Change sound volume */
dvander@1047: SND_CHANGEPITCH = 2, /**< Change sound pitch */
dvander@1047: SND_STOP = 3, /**< Stop the sound */
dvander@1047: SND_SPAWNING = 4, /**< Used in some cases for ambients */
dvander@1047: SND_DELAY = 5, /**< Sound has an initial delay */
dvander@1047: SND_STOPLOOPING = 6, /**< Stop looping all sounds on the entity */
dvander@1047: SND_SPEAKER = 7, /**< Being played by a mic through a speaker */
dvander@1047: SND_SHOULDPAUSE = 8, /**< Pause if game is paused */
dvander@1047: };
dvander@1047:
dvander@1047: /**
dvander@1047: * Various predefined sound levels in dB.
dvander@1047: */
dvander@1047: enum
dvander@1047: {
dvander@1047: SNDLEVEL_NONE = 0, /**< None */
dvander@1047: SNDLEVEL_RUSTLE = 20, /**< Rustling leaves */
dvander@1047: SNDLEVEL_WHISPER = 25, /**< Whispering */
dvander@1047: SNDLEVEL_LIBRARY = 30, /**< In a library */
dvander@1047: SNDLEVEL_FRIDGE = 45, /**< Refridgerator */
dvander@1047: SNDLEVEL_HOME = 50, /**< Average home (3.9 attn) */
dvander@1047: SNDLEVEL_CONVO = 60, /**< Normal conversation (2.0 attn) */
dvander@1047: SNDLEVEL_DRYER = 60, /**< Clothes dryer */
dvander@1047: SNDLEVEL_DISHWASHER = 65, /**< Dishwasher/washing machine (1.5 attn) */
dvander@1047: SNDLEVEL_CAR = 70, /**< Car or vacuum cleaner (1.0 attn) */
dvander@1047: SNDLEVEL_NORMAL = 75, /**< Normal sound level */
dvander@1047: SNDLEVEL_TRAFFIC = 75, /**< Busy traffic (0.8 attn) */
dvander@1047: SNDLEVEL_MINIBIKE = 80, /**< Mini-bike, alarm clock (0.7 attn) */
dvander@1047: SNDLEVEL_SCREAMING = 90, /**< Screaming child (0.5 attn) */
dvander@1047: SNDLEVEL_TRAIN = 100, /**< Subway train, pneumatic drill (0.4 attn) */
dvander@1047: SNDLEVEL_HELICOPTER = 105, /**< Helicopter */
dvander@1047: SNDLEVEL_SNOWMOBILE = 110, /**< Snow mobile */
dvander@1047: SNDLEVEL_AIRCRAFT = 120, /**< Auto horn, aircraft */
dvander@1047: SNDLEVEL_RAIDSIREN = 130, /**< Air raid siren */
dvander@1047: SNDLEVEL_GUNFIRE = 140, /**< Gunshot, jet engine (0.27 attn) */
dvander@1047: SNDLEVEL_ROCKET = 180, /**< Rocket launching (0.2 attn) */
dvander@1047: };
dvander@1047:
dvander@1047: #define SNDVOL_NORMAL 1.0 /**< Normal volume */
dvander@1047: #define SNDPITCH_NORMAL 100 /**< Normal pitch */
dvander@1047: #define SNDPITCH_LOW 95 /**< A low pitch */
dvander@1047: #define SNDPITCH_HIGH 120 /**< A high pitch */
dvander@1047: #define SNDATTN_NONE 0.0 /**< No attenuation */
dvander@1047: #define SNDATTN_NORMAL 0.8 /**< Normal attenuation */
dvander@1047: #define SNDATTN_STATIC 1.25 /**< Static attenuation? */
dvander@1047: #define SNDATTN_RICOCHET 1.5 /**< Ricochet effect */
dvander@1047: #define SNDATTN_IDLE 2.0 /**< Idle attenuation? */
dvander@1047:
dvander@1047: /**
dvander@1047: * Prefetches a sound.
dvander@1047: *
dvander@1733: * @param name Sound file name relative to the "sounds" folder.
dvander@1047: * @noreturn
dvander@1047: */
dvander@1047: native PrefetchSound(const String:nane[]);
dvander@1047:
dvander@1047: /**
dvander@1928: * This function is not known to work, and may crash. You should
dvander@1928: * not use it. It is provided for backwards compatibility only.
dvander@1047: *
dvander@1733: * @param name Sound file name relative to the "sounds" folder.
dvander@1047: * @return Duration in seconds.
dvander@1047: */
dvander@1928: #pragma deprecated Does not work, may crash.
dvander@1047: native Float:GetSoundDuration(const String:name[]);
dvander@1047:
dvander@1047: /**
dvander@1047: * Emits an ambient sound.
dvander@1047: *
dvander@1733: * @param name Sound file name relative to the "sounds" folder.
dvander@1047: * @param pos Origin of sound.
dvander@1733: * @param entity Entity index to associate sound with.
dvander@1047: * @param level Sound level (from 0 to 255).
dvander@1047: * @param flags Sound flags.
dvander@1047: * @param vol Volume (from 0.0 to 1.0).
dvander@1047: * @param pitch Pitch (from 0 to 255).
dvander@1047: * @param delay Play delay.
dvander@1047: * @noreturn
dvander@1047: */
dvander@1047: native EmitAmbientSound(const String:name[],
dvander@1047: const Float:pos[3],
dvander@1047: entity = SOUND_FROM_WORLD,
dvander@1047: level = SNDLEVEL_NORMAL,
dvander@1047: flags = SND_NOFLAGS,
dvander@1047: Float:vol = SNDVOL_NORMAL,
dvander@1047: pitch = SNDPITCH_NORMAL,
dvander@1047: Float:delay = 0.0);
dvander@1047:
dvander@1047: /**
dvander@1047: * Fades a client's volume level toward silence or a given percentage.
dvander@1047: *
dvander@1047: * @param client Client index.
dvander@1047: * @param percent Fade percentage.
dvander@1047: * @param outtime Fade out time, in seconds.
dvander@1047: * @param holdtime Hold time, in seconds.
dvander@1047: * @param intime Fade in time, in seconds.
dvander@1047: * @noreturn
dvander@1047: * @error Invalid client index or client not in game.
dvander@1047: */
dvander@1047: native FadeClientVolume(client, Float:percent, Float:outtime, Float:holdtime, Float:intime);
dvander@1047:
dvander@1047: /**
dvander@1047: * Stops a sound.
dvander@1047: *
dvander@1047: * @param entity Entity index.
dvander@1047: * @param channel Channel number.
dvander@1733: * @param name Sound file name relative to the "sounds" folder.
dvander@1047: * @noreturn
dvander@1047: */
dvander@1047: native StopSound(entity, channel, const String:name[]);
dvander@1047:
dvander@1047: /**
dvander@1047: * Emits a sound to a list of clients.
dvander@1047: *
dvander@1047: * @param clients Array of client indexes.
dvander@1047: * @param numClients Number of clients in the array.
dvander@1733: * @param sample Sound file name relative to the "sounds" folder.
dvander@1047: * @param entity Entity to emit from.
dvander@1047: * @param channel Channel to emit with.
dvander@1047: * @param level Sound level.
dvander@1047: * @param flags Sound flags.
dvander@1047: * @param volume Sound volume.
dvander@1047: * @param pitch Sound pitch.
dvander@1047: * @param speakerentity Unknown.
dvander@1047: * @param origin Sound origin.
dvander@1047: * @param dir Sound direction.
dvander@1047: * @param updatePos Unknown (updates positions?)
dvander@1047: * @param soundtime Alternate time to play sound for.
dvander@1047: * @param ... Optional list of Float[3] arrays to specify additional origins.
dvander@1047: * @noreturn
dvander@1047: * @error Invalid client index.
dvander@1047: */
dvander@1047: native EmitSound(const clients[],
dvander@1047: numClients,
dvander@1047: const String:sample[],
dvander@1048: entity = SOUND_FROM_PLAYER,
dvander@1047: channel = SNDCHAN_AUTO,
dvander@1047: level = SNDLEVEL_NORMAL,
dvander@1047: flags = SND_NOFLAGS,
dvander@1047: Float:volume = SNDVOL_NORMAL,
dvander@1047: pitch = SNDPITCH_NORMAL,
dvander@1047: speakerentity = -1,
dvander@1047: const Float:origin[3] = NULL_VECTOR,
dvander@1047: const Float:dir[3] = NULL_VECTOR,
dvander@1047: bool:updatePos = true,
dvander@1047: Float:soundtime = 0.0,
dvander@1047: any:...);
dvander@1047:
dvander@1047: /**
dvander@1047: * Emits a sentence to a list of clients.
dvander@1047: *
dvander@1047: * @param clients Array of client indexes.
dvander@1047: * @param numClients Number of clients in the array.
dvander@1733: * @param sentence Sentence index (from PrecacheSenteFile).
dvander@1047: * @param entity Entity to emit from.
dvander@1047: * @param channel Channel to emit with.
dvander@1047: * @param level Sound level.
dvander@1047: * @param flags Sound flags.
dvander@1047: * @param volume Sound volume.
dvander@1047: * @param pitch Sound pitch.
dvander@1047: * @param speakerentity Unknown.
dvander@1047: * @param origin Sound origin.
dvander@1047: * @param dir Sound direction.
dvander@1047: * @param updatePos Unknown (updates positions?)
dvander@1047: * @param soundtime Alternate time to play sound for.
dvander@1047: * @param ... Optional list of Float[3] arrays to specify additional origins.
dvander@1047: * @noreturn
dvander@1047: * @error Invalid client index.
dvander@1047: */
dvander@1047: native EmitSentence(const clients[],
dvander@1047: numClients,
dvander@1047: sentence,
dvander@1048: entity,
dvander@1047: channel = SNDCHAN_AUTO,
dvander@1047: level = SNDLEVEL_NORMAL,
dvander@1047: flags = SND_NOFLAGS,
dvander@1047: Float:volume = SNDVOL_NORMAL,
dvander@1047: pitch = SNDPITCH_NORMAL,
dvander@1047: speakerentity = -1,
dvander@1047: const Float:origin[3] = NULL_VECTOR,
dvander@1047: const Float:dir[3] = NULL_VECTOR,
dvander@1047: bool:updatePos = true,
dvander@1047: Float:soundtime = 0.0,
dvander@1047: any:...);
dvander@1047:
faluco@1735: /**
faluco@1735: * Called when an ambient sound is about to be emitted to one or more clients.
faluco@1735: *
faluco@1735: * NOTICE: all parameters can be overwritten to modify the default behavior.
faluco@1735: *
faluco@1735: * @param sample Sound file name relative to the "sounds" folder.
faluco@1735: * @param entity Entity index associated to the sound.
faluco@1735: * @param volume Volume (from 0.0 to 1.0).
faluco@1735: * @param level Sound level (from 0 to 255).
faluco@1735: * @param pitch Pitch (from 0 to 255).
faluco@1735: * @param pos Origin of sound.
faluco@1735: * @param flags Sound flags.
faluco@1735: * @param delay Play delay.
faluco@1735: * @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it,
faluco@1735: * Plugin_Changed when any parameter has been modified.
faluco@1735: */
dvander@2317: functag public Action:AmbientSHook(String:sample[PLATFORM_MAX_PATH], &entity, &Float:volume, &level, &pitch, Float:pos[3], &flags, &Float:delay);
faluco@1735:
faluco@1735: /**
faluco@1735: * Called when a sound is going to be emitted to one or more clients.
faluco@1735: * NOTICE: all params can be overwritten to modify the default behaviour.
faluco@1735: *
faluco@1735: * @param clients Array of client indexes.
faluco@1735: * @param numClients Number of clients in the array (modify this value if you add/remove elements from the client array).
faluco@1735: * @param sample Sound file name relative to the "sounds" folder.
faluco@1735: * @param entity Entity emitting the sound.
faluco@1735: * @param channel Channel emitting the sound.
faluco@1735: * @param volume Sound volume.
faluco@1735: * @param level Sound level.
faluco@1735: * @param pitch Sound pitch.
faluco@1735: * @param flags Sound flags.
faluco@1735: * @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it,
faluco@1735: * Plugin_Changed when any parameter has been modified.
faluco@1735: */
dvander@2317: functag public Action:NormalSHook(clients[64], &numClients, String:sample[PLATFORM_MAX_PATH], &entity, &channel, &Float:volume, &level, &pitch, &flags);
faluco@1735:
faluco@1735: /**
faluco@1735: * Hooks all played ambient sounds.
faluco@1735: *
faluco@1735: * @param hook Function to use as a hook.
faluco@1735: * @noreturn
faluco@1735: * @error Invalid function hook.
faluco@1735: */
faluco@1735: native AddAmbientSoundHook(AmbientSHook:hook);
faluco@1735:
faluco@1735: /**
faluco@1735: * Hooks all played normal sounds.
faluco@1735: *
faluco@1735: * @param hook Function to use as a hook.
faluco@1735: * @noreturn
faluco@1735: * @error Invalid function hook.
faluco@1735: */
faluco@1735: native AddNormalSoundHook(NormalSHook:hook);
faluco@1735:
faluco@1735: /**
faluco@1735: * Unhooks all played ambient sounds.
faluco@1735: *
faluco@1735: * @param hook Function used for the hook.
faluco@1735: * @noreturn
faluco@1735: * @error Invalid function hook.
faluco@1735: */
faluco@1735: native RemoveAmbientSoundHook(AmbientSHook:hook);
faluco@1735:
faluco@1735: /**
faluco@1735: * Unhooks all played normal sounds.
faluco@1735: *
faluco@1735: * @param hook Function used for the hook.
faluco@1735: * @noreturn
faluco@1735: * @error Invalid function hook.
faluco@1735: */
faluco@1735: native RemoveNormalSoundHook(NormalSHook:hook);
dvander@1047:
dvander@1047: /**
dvander@1047: * Wrapper to emit sound to one client.
dvander@1047: *
dvander@1047: * @param client Client index.
dvander@1733: * @param sample Sound file name relative to the "sounds" folder.
dvander@1047: * @param entity Entity to emit from.
dvander@1047: * @param channel Channel to emit with.
dvander@1047: * @param level Sound level.
dvander@1047: * @param flags Sound flags.
dvander@1047: * @param volume Sound volume.
dvander@1047: * @param pitch Sound pitch.
dvander@1047: * @param speakerentity Unknown.
dvander@1047: * @param origin Sound origin.
dvander@1047: * @param dir Sound direction.
dvander@1047: * @param updatePos Unknown (updates positions?)
dvander@1047: * @param soundtime Alternate time to play sound for.
dvander@1047: * @noreturn
dvander@1047: * @error Invalid client index.
dvander@1047: */
dvander@1047: stock EmitSoundToClient(client,
dvander@1047: const String:sample[],
dvander@1047: entity = SOUND_FROM_PLAYER,
dvander@1047: channel = SNDCHAN_AUTO,
dvander@1047: level = SNDLEVEL_NORMAL,
dvander@1047: flags = SND_NOFLAGS,
dvander@1047: Float:volume = SNDVOL_NORMAL,
dvander@1047: pitch = SNDPITCH_NORMAL,
dvander@1047: speakerentity = -1,
dvander@1047: const Float:origin[3] = NULL_VECTOR,
dvander@1047: const Float:dir[3] = NULL_VECTOR,
dvander@1047: bool:updatePos = true,
dvander@1047: Float:soundtime = 0.0)
dvander@1047: {
dvander@1047: new clients[1];
dvander@1047: clients[0] = client;
dvander@1047: /* Save some work for SDKTools and remove SOUND_FROM_PLAYER references */
dvander@1047: entity = (entity == SOUND_FROM_PLAYER) ? client : entity;
dvander@1047: EmitSound(clients, 1, sample, entity, channel,
dvander@1047: level, flags, volume, pitch, speakerentity,
dvander@1047: origin, dir, updatePos, soundtime);
dvander@1047: }
dvander@1047:
dvander@1047: /**
dvander@1047: * Wrapper to emit sound to all clients.
dvander@1047: *
dvander@1733: * @param sample Sound file name relative to the "sounds" folder.
dvander@1047: * @param entity Entity to emit from.
dvander@1047: * @param channel Channel to emit with.
dvander@1047: * @param level Sound level.
dvander@1047: * @param flags Sound flags.
dvander@1047: * @param volume Sound volume.
dvander@1047: * @param pitch Sound pitch.
dvander@1047: * @param speakerentity Unknown.
dvander@1047: * @param origin Sound origin.
dvander@1047: * @param dir Sound direction.
dvander@1047: * @param updatePos Unknown (updates positions?)
dvander@1047: * @param soundtime Alternate time to play sound for.
dvander@1047: * @noreturn
dvander@1047: * @error Invalid client index.
dvander@1047: */
dvander@1047: stock EmitSoundToAll(const String:sample[],
dvander@1047: entity = SOUND_FROM_PLAYER,
dvander@1047: channel = SNDCHAN_AUTO,
dvander@1047: level = SNDLEVEL_NORMAL,
dvander@1047: flags = SND_NOFLAGS,
dvander@1047: Float:volume = SNDVOL_NORMAL,
dvander@1047: pitch = SNDPITCH_NORMAL,
dvander@1047: speakerentity = -1,
dvander@1047: const Float:origin[3] = NULL_VECTOR,
dvander@1047: const Float:dir[3] = NULL_VECTOR,
dvander@1047: bool:updatePos = true,
dvander@1047: Float:soundtime = 0.0)
dvander@1047: {
dvander@1047: new maxClients = GetMaxClients();
dvander@1047: new clients[maxClients];
dvander@1047: new total = 0;
dvander@1047:
dvander@1047: for (new i=1; i<=maxClients; i++)
dvander@1047: {
dvander@1047: if (IsClientInGame(i))
dvander@1047: {
dvander@1047: clients[total++] = i;
dvander@1047: }
dvander@1047: }
dvander@1047:
dvander@1047: if (!total)
dvander@1047: {
dvander@1047: return;
dvander@1047: }
dvander@1047:
dvander@1047: EmitSound(clients, total, sample, entity, channel,
dvander@1047: level, flags, volume, pitch, speakerentity,
dvander@1047: origin, dir, updatePos, soundtime);
dvander@1047: }
dvander@1047:
dvander@1047: /**
dvander@1047: * Converts an attenuation value to a sound level.
dvander@1047: * This function is from the HL2SDK.
dvander@1047: *
dvander@1047: * @param attn Attenuation value.
dvander@1047: * @return Integer sound level.
dvander@1047: */
dvander@1047: stock ATTN_TO_SNDLEVEL(Float:attn)
dvander@1047: {
dvander@1047: if (attn > 0.0)
dvander@1047: {
dvander@1047: return RoundFloat(50.0 + (20.0 / attn));
dvander@1047: }
dvander@1047: return 0;
dvander@1047: }