From ee0575bbb0e8f97a5bc623ce98ac8b98d6781a91 Mon Sep 17 00:00:00 2001 From: Anthony Date: Wed, 21 Jan 2015 10:33:29 -0800 Subject: [PATCH] Adding EmitSoundEntry() for engines >= portal 2 --- extensions/sdktools/vsound.cpp | 142 +++++++++++++++++++++++++++++ plugins/include/sdktools_sound.inc | 42 +++++++++ 2 files changed, 184 insertions(+) diff --git a/extensions/sdktools/vsound.cpp b/extensions/sdktools/vsound.cpp index ad7d988d8..18d3e46d9 100644 --- a/extensions/sdktools/vsound.cpp +++ b/extensions/sdktools/vsound.cpp @@ -1130,6 +1130,147 @@ static cell_t EmitSound(IPluginContext *pContext, const cell_t *params) return 1; } +static cell_t EmitSoundEntry(IPluginContext *pContext, const cell_t *params) +{ +#if SOURCE_ENGINE < SE_PORTAL2 + return pContext->ThrowNativeError("EmitSoundEntry is not available in this game."); +#else + cell_t *addr, *cl_array; + CellRecipientFilter crf; + unsigned int numClients; + int client; + IGamePlayer *pPlayer = NULL; + + pContext->LocalToPhysAddr(params[1], &cl_array); + numClients = params[2]; + + /* Client validation */ + for (unsigned int i = 0; i < numClients; i++) + { + client = cl_array[i]; + pPlayer = playerhelpers->GetGamePlayer(client); + + if (!pPlayer) + { + return pContext->ThrowNativeError("Client index %d is invalid", client); + } + else if (!pPlayer->IsInGame()) { + return pContext->ThrowNativeError("Client %d is not connected", client); + } + } + + crf.Initialize(cl_array, numClients); + + char *soundEntry; + pContext->LocalToString(params[3], &soundEntry); + + char *sample; + pContext->LocalToString(params[4], &sample); + + // By default, we want the hash to equal maxint + unsigned int soundEntryHash = -1; + + // We only generate a hash if the sample is not the same as the sound entry and the sound entry is not empty. + if (strcmp(soundEntry, sample) != 0 && strcmp(soundEntry, "") != 0) + soundEntryHash = GenerateSoundEntryHash(soundEntry); + + int entity = SoundReferenceToIndex(params[5]); + int channel = params[6]; + int level = params[7]; + int seed = params[8]; + int flags = params[9]; + float vol = sp_ctof(params[10]); + int pitch = params[11]; + int speakerentity = params[12]; + + Vector *pOrigin = NULL, origin; + Vector *pDir = NULL, dir; + + pContext->LocalToPhysAddr(params[13], &addr); + if (addr != pContext->GetNullRef(SP_NULL_VECTOR)) + { + pOrigin = &origin; + origin.x = sp_ctof(addr[0]); + origin.y = sp_ctof(addr[1]); + origin.z = sp_ctof(addr[2]); + } + + pContext->LocalToPhysAddr(params[14], &addr); + if (addr != pContext->GetNullRef(SP_NULL_VECTOR)) + { + pDir = &dir; + dir.x = sp_ctof(addr[0]); + dir.y = sp_ctof(addr[1]); + dir.z = sp_ctof(addr[2]); + } + + bool updatePos = params[15] ? true : false; + float soundtime = sp_ctof(params[16]); + + CUtlVector *pOrigVec = NULL; + CUtlVector origvec; + if (params[0] > 16) + { + pOrigVec = &origvec; + for (cell_t i = 17; i <= params[0]; i++) + { + Vector vec; + pContext->LocalToPhysAddr(params[i], &addr); + vec.x = sp_ctof(addr[0]); + vec.y = sp_ctof(addr[1]); + vec.z = sp_ctof(addr[2]); + origvec.AddToTail(vec); + } + } + + /* If we're going to a "local player" and this is a dedicated server, + * intelligently redirect each sound. + */ + + if (entity == -2 && engine->IsDedicatedServer()) + { + for (unsigned int i = 0; i < numClients; i++) + { + cell_t player[1]; + player[0] = cl_array[i]; + crf.Reset(); + crf.Initialize(player, 1); + + if (g_InSoundHook) + { + SH_CALL(enginesoundPatch, + static_cast *, bool, float, int)> + (&IEngineSound::EmitSound))(crf, player[0], channel, soundEntry, soundEntryHash, sample, vol, (soundlevel_t)level, seed, + flags, pitch, pOrigin, pDir, pOrigVec, updatePos, soundtime, speakerentity); + } + else + { + engsound->EmitSound(crf, player[0], channel, soundEntry, soundEntryHash, sample, vol, (soundlevel_t)level, seed, + flags, pitch, pOrigin, pDir, pOrigVec, updatePos, soundtime, speakerentity); + } + } + } + else { + if (g_InSoundHook) + { + SH_CALL(enginesoundPatch, + static_cast *, bool, float, int)> + (&IEngineSound::EmitSound))(crf, entity, channel, soundEntry, soundEntryHash, sample, vol, (soundlevel_t)level, + seed, flags, pitch, pOrigin, pDir, pOrigVec, updatePos, soundtime, speakerentity); + } + else + { + engsound->EmitSound(crf, entity, channel, soundEntry, soundEntryHash, sample, vol, (soundlevel_t)level, seed, + flags, pitch, pOrigin, pDir, pOrigVec, updatePos, soundtime, speakerentity); + } + } + + return 1; +#endif +} + static cell_t EmitSentence(IPluginContext *pContext, const cell_t *params) { cell_t *addr; @@ -1346,6 +1487,7 @@ sp_nativeinfo_t g_SoundNatives[] = {"EmitAmbientSound", EmitAmbientSound}, {"EmitSentence", EmitSentence}, {"EmitSound", EmitSound}, + {"EmitSoundEntry", EmitSoundEntry}, {"FadeClientVolume", FadeClientVolume}, {"GetSoundDuration", GetSoundDuration}, {"PrefetchSound", PrefetchSound}, diff --git a/plugins/include/sdktools_sound.inc b/plugins/include/sdktools_sound.inc index 39552ed7f..2ac153d92 100644 --- a/plugins/include/sdktools_sound.inc +++ b/plugins/include/sdktools_sound.inc @@ -221,6 +221,48 @@ native EmitSound(const clients[], 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 "sounds" 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. + * @noreturn + * @error Invalid client index. + */ +native EmitSoundEntry(const clients[], + numClients, + const String:soundEntry[], + const String:sample[], + entity = SOUND_FROM_PLAYER, + channel = SNDCHAN_AUTO, + level = SNDLEVEL_NORMAL, + seed = 0, + flags = SND_NOFLAGS, + Float:volume = SNDVOL_NORMAL, + pitch = SNDPITCH_NORMAL, + 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. *