diff options
| author | navewindre <nw@moneybot.cc> | 2023-11-13 14:28:08 +0100 |
|---|---|---|
| committer | navewindre <nw@moneybot.cc> | 2023-11-13 14:28:08 +0100 |
| commit | da518fdc0f32839730ccdee8098b59c6f842d93f (patch) | |
| tree | d6f856a6148c0b4d5819f88f068b7287b8044513 /sourcemod-1.5-dev/scripting/include/sdktools_sound.inc | |
| parent | bc678b10830cdaef64bcc592ca2524ebe0fcdc45 (diff) | |
ya
Diffstat (limited to 'sourcemod-1.5-dev/scripting/include/sdktools_sound.inc')
| -rw-r--r-- | sourcemod-1.5-dev/scripting/include/sdktools_sound.inc | 450 |
1 files changed, 450 insertions, 0 deletions
diff --git a/sourcemod-1.5-dev/scripting/include/sdktools_sound.inc b/sourcemod-1.5-dev/scripting/include/sdktools_sound.inc new file mode 100644 index 0000000..bfb4e3f --- /dev/null +++ b/sourcemod-1.5-dev/scripting/include/sdktools_sound.inc @@ -0,0 +1,450 @@ +/** + * 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, /**< 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 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 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 PrecacheSenteFile). + * @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. + */ +functag public Action:AmbientSHook(String:sample[PLATFORM_MAX_PATH], &entity, &Float:volume, &level, &pitch, Float:pos[3], &flags, &Float:delay); + +/** + * Called when a sound is going to be emitted to one or more clients. + * NOTICE: all params can be overwritten to modify the default behaviour. + * + * @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. + * @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it, + * Plugin_Changed when any parameter has been modified. + */ +functag public Action:NormalSHook(clients[64], &numClients, String:sample[PLATFORM_MAX_PATH], &entity, &channel, &Float:volume, &level, &pitch, &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; +} |
