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2013-12-02 19:31:46 -08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ENVMICROPHONE_H
#define ENVMICROPHONE_H
#ifdef _WIN32
#pragma once
#endif
class CBaseFilter;
const int SF_MICROPHONE_SOUND_COMBAT = 0x01;
const int SF_MICROPHONE_SOUND_WORLD = 0x02;
const int SF_MICROPHONE_SOUND_PLAYER = 0x04;
const int SF_MICROPHONE_SOUND_BULLET_IMPACT = 0x08;
const int SF_MICROPHONE_SWALLOW_ROUTED_SOUNDS = 0x10;
const int SF_MICROPHONE_SOUND_EXPLOSION = 0x20;
const int SF_MICROPHONE_IGNORE_NONATTENUATED = 0x40;
// Return codes from SoundPlayed
enum MicrophoneResult_t
{
MicrophoneResult_Ok = 0,
MicrophoneResult_Swallow, // The microphone swallowed the sound. Don't play it.
MicrophoneResult_Remove, // The microphone should be removed from the list of microphones.
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEnvMicrophone : public CPointEntity
{
DECLARE_CLASS( CEnvMicrophone, CPointEntity );
public:
~CEnvMicrophone();
void Spawn(void);
void Activate(void);
void OnRestore( void );
void ActivateSpeaker( void );
void Think(void);
bool CanHearSound(CSound *pSound, float &flVolume);
bool CanHearSound( int entindex, soundlevel_t soundlevel, float &flVolume, const Vector *pOrigin );
void SetSensitivity( float flSensitivity );
void SetSpeakerName( string_t iszSpeakerName );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputSetSpeakerName( inputdata_t &inputdata );
#ifdef MAPBASE
void InputSetDSPPreset( inputdata_t &inputdata );
Mapbase v3.1 - Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode - Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots - Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist - Added OnSoundFinished output to ambient_generic - Added the ability to use custom models/nuggets with item_grubnugget - Fixed a crash with citizen medics healing nonexistent targets - Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance - Added keyvalue and input to env_microphone for utilizing a different audio channel - Added "SetPitchScale" input to env_microphone - Fixed info_player_view_proxy not using angles - Fixed dirt variant elite model not being recognized as elite - Made headcrab hints properly register the start of use (for hint outputs) - Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers - Added spawnflag for func_breakable_surf to correctly play the break sound - Added keyvalue for using cheaper warn sound code for combine_mines - Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider - Added signal gesture activities - Fixed stunstick not using metrocop knockout/stun code correctly - Fixed a possible crash involving a NPC's weapon being removed during alt-fire - Fixed(?) flashlight shadow filters - Added support for multiple look entities in trigger_look - Added npc_metropolice alt-firing - Fixed npc_metropolice using pistol burst firing on weapon_357 - Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs - Fixed npc_metropolice not recognizing some crouch activities correctly - Changed weapon_357 so it runs a tracer each shot from NPCs - Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass - Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code - Made game_convar_mod much more reliable - Fixed non-mirrored npc_turret_lab refusing to die - Made npc_turret_lab use SMG1 ammo instead of AR2 ammo - Fixed block LOS brushes sometimes not working with players (and possibly similar issues) - Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research - Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form - Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps - Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research - Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research - Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research - Other misc. fixes
2020-05-02 02:06:02 +00:00
void InputSetPitchScale( inputdata_t &inputdata );
void InputSetChannel( inputdata_t &inputdata );
#endif
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DECLARE_DATADESC();
// Hook for the sound system to tell us when a sound's been played. Returns true if it's to swallow the passed in sound.
static bool OnSoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel,
float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins );
private:
// Per-microphone notification that a sound has played.
MicrophoneResult_t SoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel,
float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins );
bool m_bDisabled; // If true, the microphone will not measure sound.
EHANDLE m_hMeasureTarget; // Point at which to measure sound level.
int m_nSoundMask; // Which sound types we are interested in.
float m_flSensitivity; // 0 = deaf, 1 = default, 10 = maximum sensitivity
float m_flSmoothFactor; // 0 = no smoothing of samples, 0.9 = maximum smoothing
float m_flMaxRange; // Maximum sound hearing range, irrelevant of attenuation
string_t m_iszSpeakerName; // Name of a speaker to output any heard sounds through
EHANDLE m_hSpeaker; // Speaker to output any heard sounds through
bool m_bAvoidFeedback;
int m_iSpeakerDSPPreset; // Speaker DSP preset to use when this microphone is enabled
string_t m_iszListenFilter;
CHandle<CBaseFilter> m_hListenFilter;
#ifdef MAPBASE
string_t m_iszLandmarkName;
EHANDLE m_hLandmark;
Mapbase v3.0 - Overhauled matcher system and added expanded wildcard support, meaning "text", "te?t", "blah_test", etc. are now supported instead of only trailing * - Added support for regular expression matching - Added the missing matrixinvert.h file, which prevented programmers from compiling vbsp - Fixed env_global_light brightness - Added info_player_view_proxy, an entity which mimics a player's view (created for script_intro) - New UnZoomWithRate and SetZoomRate inputs on env_zoom - New "Don't change target's angles" flag on logic_measure_movement - Fixed logic_measure_movement not using ignore origin flags correctly - Fixed filter_damage_mod secondary filter not recognizing mode correctly - Fixed DisableGeigerCounter causing NPCs to ignore player, and possibly fixed other adverse effects in similar code - Added SetEntityName input for setting an entity's targetname - Added "SetTarget" support to point_posecontroller - Added "sk_alyx_health" convar for adjustable npc_alyx health, restored/fixed "sk_barney_health" for adjustable npc_barney health - Added ignore flags and several direction-related inputs to math_vector - Added pose parameter stuff to logic_modelinfo - Fixed ChangeWeapon not changing during combat - Fixed holster/unholster on NPCs without holster/unholster animations - Fixed func_tank and other "player in the way" code ignoring notarget - Added SetPoseParameter input to animating entities - Introduced an experimental chapter system which allows for custom chapter title/restriction management - Added SetChapterTitle input to worldspawn for dynamic title changing - Fixed func_tankairboatgun damage credit, added ability to use its damage keyvalues - Fixed mapbase_rpc_enabled not actually affecting RPC - Moved some newly found Combine soldier grenade code to ai_grenade for other grenade users - Fixed some problems with the new shared activities - Restored an old Mapbase entity as "prop_interactable", an entity which contains all of the functionality of a func_button/func_door in a prop entity - Added env_microphone pitch scale for scaling the pitch of transmitted sounds - Added experimental, long-overdue code for scenes to be able to access !target#'s and other scene-related names through AI_INPUT - Added "mat_specular_disable_on_missing", which "disables" specular reflections when the cubemap texture is missing - Fixed $envmapmasktransform and $bumptransform on VertexLitGeneric and related shaders - Areaportal leaks now stop compilation in leaktest - Replaced "-nodefaultcubemap" with "-defaultcubemap" as the shader changes allow maps to compile without default cubemaps by default with little effect
2020-02-05 19:08:49 +00:00
float m_flPitchScale = 1.0f;
Mapbase v3.1 - Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode - Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots - Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist - Added OnSoundFinished output to ambient_generic - Added the ability to use custom models/nuggets with item_grubnugget - Fixed a crash with citizen medics healing nonexistent targets - Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance - Added keyvalue and input to env_microphone for utilizing a different audio channel - Added "SetPitchScale" input to env_microphone - Fixed info_player_view_proxy not using angles - Fixed dirt variant elite model not being recognized as elite - Made headcrab hints properly register the start of use (for hint outputs) - Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers - Added spawnflag for func_breakable_surf to correctly play the break sound - Added keyvalue for using cheaper warn sound code for combine_mines - Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider - Added signal gesture activities - Fixed stunstick not using metrocop knockout/stun code correctly - Fixed a possible crash involving a NPC's weapon being removed during alt-fire - Fixed(?) flashlight shadow filters - Added support for multiple look entities in trigger_look - Added npc_metropolice alt-firing - Fixed npc_metropolice using pistol burst firing on weapon_357 - Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs - Fixed npc_metropolice not recognizing some crouch activities correctly - Changed weapon_357 so it runs a tracer each shot from NPCs - Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass - Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code - Made game_convar_mod much more reliable - Fixed non-mirrored npc_turret_lab refusing to die - Made npc_turret_lab use SMG1 ammo instead of AR2 ammo - Fixed block LOS brushes sometimes not working with players (and possibly similar issues) - Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research - Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form - Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps - Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research - Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research - Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research - Other misc. fixes
2020-05-02 02:06:02 +00:00
int m_nChannel = CHAN_STATIC;
#endif
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COutputFloat m_SoundLevel; // Fired when the sampled volume level changes.
COutputEvent m_OnRoutedSound; // Fired when a sound has been played through our speaker
COutputEvent m_OnHeardSound; // Heard sound.
char m_szLastSound[256];
};
#endif // ENVMICROPHONE_H