hl2sdk/public/engine/IEngineSound.h
2025-02-19 18:36:16 -05:00

162 lines
6.5 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client-server neutral sound interface
//
// $NoKeywords: $
//=============================================================================//
#ifndef IENGINESOUND_H
#define IENGINESOUND_H
#ifdef _WIN32
#pragma once
#endif
#include "basetypes.h"
#include "interface.h"
#include "soundflags.h"
#include "irecipientfilter.h"
#include "utlvector.h"
#include "engine/SndInfo.h"
//-----------------------------------------------------------------------------
// forward declaration
//-----------------------------------------------------------------------------
class Vector;
// Handy defines for EmitSound
#define SOUND_FROM_UI_PANEL -2 // Sound being played inside a UI panel on the client
#define SOUND_FROM_LOCAL_PLAYER -1
#define SOUND_FROM_WORLD 0
// These are used to feed a soundlevel to the sound system and have it use
// goldsrc-type attenuation. We should use this as little as possible and
// phase it out as soon as possible.
// Take a regular sndlevel and convert it to compatibility mode.
#define SNDLEVEL_TO_COMPATIBILITY_MODE( x ) ((soundlevel_t)(int)( (x) + 256 ))
// Take a compatibility-mode sndlevel and get the REAL sndlevel out of it.
#define SNDLEVEL_FROM_COMPATIBILITY_MODE( x ) ((soundlevel_t)(int)( (x) - 256 ))
// Tells if the given sndlevel is marked as compatibility mode.
#define SNDLEVEL_IS_COMPATIBILITY_MODE( x ) ( (x) >= soundlevel_t(256) )
// IAudioOutputStream from source2
// a separate stream that connects to the main output
class IAudioOutputStream
{
public:
virtual ~IAudioOutputStream() {}
// queue a set of samples for output.
// NOTE: nSampleCount is the number of samples being written to each channel, not the total # of all channels' samples
virtual void WriteAudioData( const int16 *pData, uint nSampleCount, uint nChannels ) = 0;
// change output volume (will be ramped linearly per sample over one mix quantum)
virtual void SetVolume( float flVolume ) = 0;
// how many samples are queued to play?
virtual uint32 QueuedSampleCount() = 0;
// how many samples can we write in a WriteAudioData call without truncation in the internal buffer?
virtual uint32 MaxWriteSampleCount() = 0;
// how many samples of latency
virtual uint32 LatencySamplesCount() = 0;
virtual void Pause() = 0;
virtual void Resume() = 0;
};
//-----------------------------------------------------------------------------
// Client-server neutral effects interface
//-----------------------------------------------------------------------------
#define IENGINESOUND_CLIENT_INTERFACE_VERSION "IEngineSoundClient003"
#define IENGINESOUND_SERVER_INTERFACE_VERSION "IEngineSoundServer003"
struct AudioState_t;
abstract_class IEngineSound
{
public:
// Precache a particular sample
virtual bool PrecacheSound( const char *pSample, bool bPreload = false, bool bIsUISound = false ) = 0;
virtual bool IsSoundPrecached( const char *pSample ) = 0;
virtual void PrefetchSound( const char *pSample ) = 0;
// Just loads the file header and checks for duration (not hooked up for .mp3's yet)
// Is accessible to server and client though
virtual float GetSoundDuration( const char *pSample ) = 0;
// Pitch of 100 is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100
// down to 1 is a lower pitch. 150 to 70 is the realistic range.
// EmitSound with pitch != 100 should be used sparingly, as it's not quite as
// fast (the pitchshift mixer is not native coded).
// NOTE: setting iEntIndex to -1 will cause the sound to be emitted from the local
// player (client-side only)
virtual void EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSample,
float flVolume, float flAttenuation, int iFlags = 0, int iPitch = PITCH_NORM, int iSpecialDSP = 0,
const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0;
virtual void EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSample,
float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM, int iSpecialDSP = 0,
const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0;
virtual void EmitSentenceByIndex( IRecipientFilter& filter, int iEntIndex, int iChannel, int iSentenceIndex,
float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM,int iSpecialDSP = 0,
const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0;
virtual void StopSound( int iEntIndex, int iChannel, const char *pSample ) = 0;
// stop all active sounds (client only)
virtual void StopAllSounds(bool bClearBuffers) = 0;
// Set the room type for a player (client only)
virtual void SetRoomType( IRecipientFilter& filter, int roomType ) = 0;
// Set the dsp preset for a player (client only)
virtual void SetPlayerDSP( IRecipientFilter& filter, int dspType, bool fastReset ) = 0;
// emit an "ambient" sound that isn't spatialized
// only available on the client, assert on server
virtual void EmitAmbientSound( const char *pSample, float flVolume, int iPitch = PITCH_NORM, int flags = 0, float soundtime = 0.0f ) = 0;
// virtual EntChannel_t CreateEntChannel() = 0;
virtual float GetDistGainFromSoundLevel( soundlevel_t soundlevel, float dist ) = 0;
// Client .dll only functions
virtual int GetGuidForLastSoundEmitted() = 0;
virtual bool IsSoundStillPlaying( int guid ) = 0;
virtual void StopSoundByGuid( int guid ) = 0;
// Set's master volume (0.0->1.0)
virtual void SetVolumeByGuid( int guid, float fvol ) = 0;
// Retrieves list of all active sounds
virtual void GetActiveSounds( CUtlVector< SndInfo_t >& sndlist ) = 0;
virtual void PrecacheSentenceGroup( const char *pGroupName ) = 0;
virtual void NotifyBeginMoviePlayback() = 0;
virtual void NotifyEndMoviePlayback() = 0;
// create/destroy an audio stream
virtual IAudioOutputStream *CreateOutputStream( uint nSampleRate, uint nChannels, uint nBits ) = 0;
virtual void DestroyOutputStream( IAudioOutputStream *pStream ) = 0;
// Force an update, for instances where we are otherwise deadlocked from the main loop.
virtual void ManualUpdate( const AudioState_t *pListenerState ) = 0;
// Force an extra update.
virtual void ExtraUpdate() = 0;
};
#endif // IENGINESOUND_H