2013-12-02 19:31:46 -08:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef ENVMICROPHONE_H
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#define ENVMICROPHONE_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBaseFilter;
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const int SF_MICROPHONE_SOUND_COMBAT = 0x01;
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const int SF_MICROPHONE_SOUND_WORLD = 0x02;
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const int SF_MICROPHONE_SOUND_PLAYER = 0x04;
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const int SF_MICROPHONE_SOUND_BULLET_IMPACT = 0x08;
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const int SF_MICROPHONE_SWALLOW_ROUTED_SOUNDS = 0x10;
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const int SF_MICROPHONE_SOUND_EXPLOSION = 0x20;
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const int SF_MICROPHONE_IGNORE_NONATTENUATED = 0x40;
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// Return codes from SoundPlayed
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enum MicrophoneResult_t
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{
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MicrophoneResult_Ok = 0,
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MicrophoneResult_Swallow, // The microphone swallowed the sound. Don't play it.
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MicrophoneResult_Remove, // The microphone should be removed from the list of microphones.
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CEnvMicrophone : public CPointEntity
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{
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DECLARE_CLASS( CEnvMicrophone, CPointEntity );
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public:
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~CEnvMicrophone();
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void Spawn(void);
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void Activate(void);
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void OnRestore( void );
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void ActivateSpeaker( void );
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void Think(void);
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bool CanHearSound(CSound *pSound, float &flVolume);
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bool CanHearSound( int entindex, soundlevel_t soundlevel, float &flVolume, const Vector *pOrigin );
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void SetSensitivity( float flSensitivity );
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void SetSpeakerName( string_t iszSpeakerName );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void InputSetSpeakerName( inputdata_t &inputdata );
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2019-08-31 19:28:20 +00:00
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#ifdef MAPBASE
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void InputSetDSPPreset( inputdata_t &inputdata );
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#endif
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2013-12-02 19:31:46 -08:00
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DECLARE_DATADESC();
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// 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.
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static bool OnSoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel,
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float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins );
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private:
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// Per-microphone notification that a sound has played.
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MicrophoneResult_t SoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel,
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float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins );
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bool m_bDisabled; // If true, the microphone will not measure sound.
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EHANDLE m_hMeasureTarget; // Point at which to measure sound level.
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int m_nSoundMask; // Which sound types we are interested in.
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float m_flSensitivity; // 0 = deaf, 1 = default, 10 = maximum sensitivity
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float m_flSmoothFactor; // 0 = no smoothing of samples, 0.9 = maximum smoothing
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float m_flMaxRange; // Maximum sound hearing range, irrelevant of attenuation
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string_t m_iszSpeakerName; // Name of a speaker to output any heard sounds through
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EHANDLE m_hSpeaker; // Speaker to output any heard sounds through
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bool m_bAvoidFeedback;
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int m_iSpeakerDSPPreset; // Speaker DSP preset to use when this microphone is enabled
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string_t m_iszListenFilter;
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CHandle<CBaseFilter> m_hListenFilter;
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2019-08-31 19:28:20 +00:00
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#ifdef MAPBASE
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string_t m_iszLandmarkName;
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EHANDLE m_hLandmark;
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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
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float m_flPitchScale = 1.0f;
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2019-08-31 19:28:20 +00:00
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#endif
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2013-12-02 19:31:46 -08:00
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COutputFloat m_SoundLevel; // Fired when the sampled volume level changes.
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COutputEvent m_OnRoutedSound; // Fired when a sound has been played through our speaker
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COutputEvent m_OnHeardSound; // Heard sound.
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char m_szLastSound[256];
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};
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#endif // ENVMICROPHONE_H
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