/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * 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, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once const int MAX_SENTENCE_NAME = 16; const int MAX_SENTENCE_VOXFILE = 1536; // Max number of sentences in game. NOTE: this must match CVOXFILESENTENCEMAX in engine\sound.h const int MAX_SENTENCE_GROUPS = 200; // Max number of sentence groups const int MAX_SENTENCE_LRU = 32; // Max number of elements per sentence group const int MAX_SENTENCE_DPV_RESET = 27; // Max number of dynamic pitch volumes const float MAX_ANNOUNCE_MINS = 2.25f; const float MIN_ANNOUNCE_MINS = 0.25f; enum LowFreqOsc : int { LFO_OFF = 0, LFO_SQUARE, // Square LFO_TRIANGLE, // Triangle LFO_RANDOM, // Random }; // Group of related sentences struct sentenceg { char szgroupname[16]; int count; unsigned char rgblru[MAX_SENTENCE_LRU]; }; // Runtime pitch shift and volume fadein/out structure // NOTE: IF YOU CHANGE THIS STRUCT YOU MUST CHANGE THE SAVE/RESTORE VERSION NUMBER // SEE BELOW (in the typedescription for the class) typedef struct dynpitchvol { // NOTE: do not change the order of these parameters // NOTE: unless you also change order of rgdpvpreset array elements! int preset; int pitchrun; // Pitch shift % when sound is running 0 - 255 int pitchstart; // Pitch shift % when sound stops or starts 0 - 255 int spinup; // Spinup time 0 - 100 int spindown; // Spindown time 0 - 100 int volrun; // Volume change % when sound is running 0 - 10 int volstart; // Volume change % when sound stops or starts 0 - 10 int fadein; // Volume fade in time 0 - 100 int fadeout; // Volume fade out time 0 - 100 // Low Frequency Oscillator LowFreqOsc lfotype; // 0) off 1) square 2) triangle 3) random int lforate; // 0 - 1000, how fast lfo osciallates int lfomodpitch; // 0-100 mod of current pitch. 0 is off. int lfomodvol; // 0-100 mod of current volume. 0 is off. int cspinup; // Each trigger hit increments counter and spinup pitch int cspincount; int pitch; int spinupsav; int spindownsav; int pitchfrac; int vol; int fadeinsav; int fadeoutsav; int volfrac; int lfofrac; int lfomult; } dynpitchvol_t; #define SF_AMBIENT_SOUND_STATIC 0 // Medium radius attenuation #define SF_AMBIENT_SOUND_EVERYWHERE BIT(0) #define SF_AMBIENT_SOUND_SMALLRADIUS BIT(1) #define SF_AMBIENT_SOUND_MEDIUMRADIUS BIT(2) #define SF_AMBIENT_SOUND_LARGERADIUS BIT(3) #define SF_AMBIENT_SOUND_START_SILENT BIT(4) #define SF_AMBIENT_SOUND_NOT_LOOPING BIT(5) class CAmbientGeneric: public CBaseEntity { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual void Restart() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual int ObjectCaps() = 0; public: float m_flAttenuation; // Attenuation value dynpitchvol_t m_dpv; BOOL m_fActive; // Only TRUE when the entity is playing a looping sound BOOL m_fLooping; // TRUE when the sound played will loop }; class CEnvSound: public CPointEntity { public: virtual void Spawn() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual void Think() = 0; public: float m_flRadius; float m_flRoomtype; }; #define SF_SPEAKER_START_SILENT BIT(0) // Wait for trigger 'on' to start announcements class CSpeaker: public CBaseEntity { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual int ObjectCaps() = 0; public: int m_preset; // Preset number };