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authoraura <nw@moneybot.cc>2026-02-17 23:42:09 +0100
committeraura <nw@moneybot.cc>2026-02-17 23:42:09 +0100
commit5e2eb7d67ae933b7566f1944d0bb7744da03d586 (patch)
tree054acff1113270a9cd07933df760f3768c1b6853 /sourcemod/scripting/include/sdktools_sound.inc
parent341db13a008dc12bb22ceb50452d93d01476308c (diff)
move source stuff to its own folder
Diffstat (limited to 'sourcemod/scripting/include/sdktools_sound.inc')
-rw-r--r--sourcemod/scripting/include/sdktools_sound.inc719
1 files changed, 0 insertions, 719 deletions
diff --git a/sourcemod/scripting/include/sdktools_sound.inc b/sourcemod/scripting/include/sdktools_sound.inc
deleted file mode 100644
index 170b79c..0000000
--- a/sourcemod/scripting/include/sdktools_sound.inc
+++ /dev/null
@@ -1,719 +0,0 @@
-/**
- * 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 "sound" folder.
- */
-native void PrefetchSound(const char[] 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 "sound" folder.
- * @return Duration in seconds.
- * @deprecated Does not work, may crash.
- */
-#pragma deprecated Does not work, may crash.
-native float GetSoundDuration(const char[] name);
-
-/**
- * Emits an ambient sound.
- *
- * @param name Sound file name relative to the "sound" 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.
- */
-native void EmitAmbientSound(const char[] name,
- const float pos[3],
- int entity = SOUND_FROM_WORLD,
- int level = SNDLEVEL_NORMAL,
- int flags = SND_NOFLAGS,
- float vol = SNDVOL_NORMAL,
- int 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.
- * @error Invalid client index or client not in game.
- */
-native void FadeClientVolume(int 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 "sound" folder.
- */
-native void StopSound(int entity, int channel, const char[] 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 "sound" 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.
- * @error Invalid client index or client not in game.
- */
-native void EmitSound(const int[] clients,
- int numClients,
- const char[] sample,
- int entity = SOUND_FROM_PLAYER,
- int channel = SNDCHAN_AUTO,
- int level = SNDLEVEL_NORMAL,
- int flags = SND_NOFLAGS,
- float volume = SNDVOL_NORMAL,
- int pitch = SNDPITCH_NORMAL,
- int 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 "sound" 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.
- * @error Invalid client index, client not in game, or lack of mod support.
- */
-native void EmitSoundEntry(const int[] clients,
- int numClients,
- const char[] soundEntry,
- const char[] sample,
- int entity = SOUND_FROM_PLAYER,
- int channel = SNDCHAN_AUTO,
- int level = SNDLEVEL_NORMAL,
- int seed = 0,
- int flags = SND_NOFLAGS,
- float volume = SNDVOL_NORMAL,
- int pitch = SNDPITCH_NORMAL,
- int 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.
- * @error Invalid client index or client not in game.
- */
-native void EmitSentence(const int[] clients,
- int numClients,
- int sentence,
- int entity,
- int channel = SNDCHAN_AUTO,
- int level = SNDLEVEL_NORMAL,
- int flags = SND_NOFLAGS,
- float volume = SNDVOL_NORMAL,
- int pitch = SNDPITCH_NORMAL,
- int 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(int 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 "sound" 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 "sound" 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.
- * @error Invalid function hook.
- */
-native void AddAmbientSoundHook(AmbientSHook hook);
-
-/**
- * Hooks all played normal sounds.
- *
- * @param hook Function to use as a hook.
- * @error Invalid function hook.
- */
-native void AddNormalSoundHook(NormalSHook hook);
-
-/**
- * Unhooks all played ambient sounds.
- *
- * @param hook Function used for the hook.
- * @error Invalid function hook.
- */
-native void RemoveAmbientSoundHook(AmbientSHook hook);
-
-/**
- * Unhooks all played normal sounds.
- *
- * @param hook Function used for the hook.
- * @error Invalid function hook.
- */
-native void RemoveNormalSoundHook(NormalSHook hook);
-
-/**
- * Wrapper to emit sound to one client.
- *
- * @param client Client index.
- * @param sample Sound file name relative to the "sound" 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.
- * @error Invalid client index or client not in game.
- */
-stock void EmitSoundToClient(int client,
- const char[] sample,
- int entity = SOUND_FROM_PLAYER,
- int channel = SNDCHAN_AUTO,
- int level = SNDLEVEL_NORMAL,
- int flags = SND_NOFLAGS,
- float volume = SNDVOL_NORMAL,
- int pitch = SNDPITCH_NORMAL,
- int speakerentity = -1,
- const float origin[3] = NULL_VECTOR,
- const float dir[3] = NULL_VECTOR,
- bool updatePos = true,
- float soundtime = 0.0)
-{
- int 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 "sound" 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.
- * @error Invalid client index.
- */
-stock void EmitSoundToAll(const char[] sample,
- int entity = SOUND_FROM_PLAYER,
- int channel = SNDCHAN_AUTO,
- int level = SNDLEVEL_NORMAL,
- int flags = SND_NOFLAGS,
- float volume = SNDVOL_NORMAL,
- int pitch = SNDPITCH_NORMAL,
- int speakerentity = -1,
- const float origin[3] = NULL_VECTOR,
- const float dir[3] = NULL_VECTOR,
- bool updatePos = true,
- float soundtime = 0.0)
-{
- int[] clients = new int[MaxClients];
- int total = 0;
-
- for (int i=1; i<=MaxClients; i++)
- {
- if (IsClientInGame(i))
- {
- clients[total++] = i;
- }
- }
-
- if (total)
- {
- 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 int 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 "sound" 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 char[] gameSound,
- int &channel,
- int &soundLevel,
- float &volume,
- int &pitch,
- char[] sample,
- int maxlength,
- int 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 or client not in game.
- */
-stock bool EmitGameSound(const int[] clients,
- int numClients,
- const char[] gameSound,
- int entity = SOUND_FROM_PLAYER,
- int flags = SND_NOFLAGS,
- int speakerentity = -1,
- const float origin[3] = NULL_VECTOR,
- const float dir[3] = NULL_VECTOR,
- bool updatePos = true,
- float soundtime = 0.0)
-{
- int channel;
- int level;
- float volume;
- int pitch;
- char 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;
- }
-
- 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.
- */
-stock bool EmitAmbientGameSound(const char[] gameSound,
- const float pos[3],
- int entity = SOUND_FROM_WORLD,
- int flags = SND_NOFLAGS,
- float delay = 0.0)
-{
- int channel; // This is never actually used for Ambients, but it's a mandatory field to GetGameSoundParams
- int level;
- float volume;
- int pitch;
- char 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;
- }
-
- 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.
- * @error Invalid client index or client not in game.
- */
-stock bool EmitGameSoundToClient(int client,
- const char[] gameSound,
- int entity = SOUND_FROM_PLAYER,
- int flags = SND_NOFLAGS,
- int speakerentity = -1,
- const float origin[3] = NULL_VECTOR,
- const float dir[3] = NULL_VECTOR,
- bool updatePos = true,
- float soundtime = 0.0)
-{
- int 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.
- * @error Invalid client index.
- */
-stock bool EmitGameSoundToAll(const char[] gameSound,
- int entity = SOUND_FROM_PLAYER,
- int flags = SND_NOFLAGS,
- int speakerentity = -1,
- const float origin[3] = NULL_VECTOR,
- const float dir[3] = NULL_VECTOR,
- bool updatePos = true,
- float soundtime = 0.0)
-{
- int[] clients = new int[MaxClients];
- int total = 0;
-
- for (int 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 char[] soundname);