quakec/source/server/utilities/sound_helper.qc
2024-09-01 18:12:38 -07:00

204 lines
6.6 KiB
C++

/*
server/utilities/sound_helper.qc
Logic designed to assist in audio balancing and different types
of audio channels.
Copyright (C) 2021-2024 NZ:P Team
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#define SOUND_PRIORITY_ALLOWSKIP 0
#define SOUND_PRIORITY_PLAYALWAYS 1
#define SOUND_TYPE_ZOMBIE_QUIET 0
#define SOUND_TYPE_ZOMBIE_LOUD 1
#define SOUND_TYPE_ZOMBIE_CRAWLER 2
#define SOUND_TYPE_MUSIC_ROUND 3
#define SOUND_TYPE_WEAPON_FIRE 4
#define SOUND_TYPE_WEAPON_OTHER 5
#define SOUND_TYPE_WEAPON_PACK 6
#define SOUND_TYPE_WEAPON_EXPLODE 7
#define SOUND_TYPE_PLAYER_VOICE 8
#define SOUND_TYPE_PLAYER_FOOTSTEP 9
#define SOUND_TYPE_ENV_OBJECT 10
#define SOUND_TYPE_ENV_CHING 11
#define SOUND_TYPE_ENV_VOICE 12
#define SOUND_TYPE_ENV_MUSIC 13
#define SOUND_TYPE_ENV_IMPORTANT 14
#define SOUND_MAX_ZOMBIE_GROANS 4
#define SOUND_MAX_WEAPON_EXPLODE 8
#define SOUND_MAX_ENV_VOICE 1
// On FTE, we should always be using SOUNDFLAG_FOLLOW because we want
// sounds like the longer zombie groans to not feel desynconized from
// the actual action, other engines don't support this though, so wrap
// it.
#ifdef FTE
#define PLAYSOUND(ent, channel, path, volume, attenuation) sound(ent, channel, path, volume, attenuation, 0, SOUNDFLAG_FOLLOW)
#else
#define PLAYSOUND(ent, channel, path, volume, attenuation) sound(ent, channel, path, volume, attenuation)
#endif // FTE
float zombie_groan_times[SOUND_MAX_ZOMBIE_GROANS];
float weapon_explode_times[SOUND_MAX_WEAPON_EXPLODE];
float environment_voice_times[SOUND_MAX_ENV_VOICE];
float() Sound_GetEnvironmentVoice =
{
// Search for an available Explosion slot.
for(float i = 0; i < SOUND_MAX_ENV_VOICE; i++) {
if (environment_voice_times[i] < time) {
return i;
}
}
// None available.
return -1;
};
void(float priority, float index) Sound_SetEnvironmentVoice =
{
if (priority == SOUND_PRIORITY_PLAYALWAYS)
return;
environment_voice_times[index] = time + 2;
};
float() Sound_GetWeaponExplosion =
{
// Search for an available Explosion slot.
for(float i = 0; i < SOUND_MAX_WEAPON_EXPLODE; i++) {
if (weapon_explode_times[i] < time) {
return i;
}
}
// None available.
return -1;
};
void(float priority, float index) Sound_SetWeaponExplosion =
{
if (priority == SOUND_PRIORITY_PLAYALWAYS)
return;
weapon_explode_times[index] = time + 1.2;
};
float() Sound_GetZombieGroan =
{
// Search for an available Groan slot.
for(float i = 0; i < SOUND_MAX_ZOMBIE_GROANS; i++) {
if (zombie_groan_times[i] < time) {
return i;
}
}
// None available.
return -1;
};
void(float priority, float index) Sound_SetZombieGroan =
{
if (priority == SOUND_PRIORITY_PLAYALWAYS)
return;
zombie_groan_times[index] = time + 4.5;
};
void(entity source_ent, string path, float type, float priority) Sound_PlaySound =
{
switch(type) {
case SOUND_TYPE_ZOMBIE_QUIET:
float zombie_quiet_groan = Sound_GetZombieGroan();
if (priority == SOUND_PRIORITY_PLAYALWAYS || zombie_quiet_groan != -1) {
PLAYSOUND(source_ent, CHAN_VOICE, path, 0.60, 1);
Sound_SetZombieGroan(priority, zombie_quiet_groan);
}
break;
case SOUND_TYPE_ZOMBIE_LOUD:
float zombie_loud_groan = Sound_GetZombieGroan();
if (priority == SOUND_PRIORITY_PLAYALWAYS || zombie_loud_groan != -1) {
PLAYSOUND(source_ent, CHAN_WEAPON, path, 0.70, 1);
Sound_SetZombieGroan(priority, zombie_loud_groan);
}
break;
case SOUND_TYPE_ZOMBIE_CRAWLER:
float zombie_crawler_groan = Sound_GetZombieGroan();
if (priority == SOUND_PRIORITY_PLAYALWAYS || zombie_crawler_groan != -1) {
PLAYSOUND(source_ent, CHAN_ITEM, path, 0.60, 1);
Sound_SetZombieGroan(priority, zombie_crawler_groan);
}
break;
case SOUND_TYPE_MUSIC_ROUND:
PLAYSOUND(source_ent, CHAN_ITEM, path, 0.85, 0);
break;
case SOUND_TYPE_WEAPON_FIRE:
PLAYSOUND(source_ent, CHAN_AUTO, path, 0.80, 2);
break;
case SOUND_TYPE_WEAPON_OTHER:
PLAYSOUND(source_ent, CHAN_ITEM, path, 0.60, 2);
break;
case SOUND_TYPE_WEAPON_PACK:
PLAYSOUND(source_ent, CHAN_ITEM, path, 0.95, 2);
break;
case SOUND_TYPE_WEAPON_EXPLODE:
float weapon_explosion_index = Sound_GetWeaponExplosion();
if (priority == SOUND_PRIORITY_PLAYALWAYS || weapon_explosion_index != -1) {
PLAYSOUND(source_ent, 0, path, 0.70, 1);
Sound_SetWeaponExplosion(priority, weapon_explosion_index);
}
break;
case SOUND_TYPE_PLAYER_VOICE:
PLAYSOUND(source_ent, CHAN_VOICE, path, 0.90, 2);
break;
case SOUND_TYPE_PLAYER_FOOTSTEP:
PLAYSOUND(source_ent, 0, path, 0.40, 3);
break;
case SOUND_TYPE_ENV_OBJECT:
PLAYSOUND(source_ent, CHAN_ITEM, path, 0.50, 2);
break;
case SOUND_TYPE_ENV_CHING:
PLAYSOUND(source_ent, CHAN_AUTO, path, 0.75, 3);
break;
case SOUND_TYPE_ENV_VOICE:
float environment_voice_index = Sound_GetEnvironmentVoice();
if (priority == SOUND_PRIORITY_PLAYALWAYS || environment_voice_index != -1) {
PLAYSOUND(source_ent, CHAN_VOICE, path, 0.80, 0);
Sound_SetEnvironmentVoice(priority, environment_voice_index);
}
break;
case SOUND_TYPE_ENV_MUSIC:
PLAYSOUND(source_ent, CHAN_WEAPON, path, 0.75, 3);
break;
case SOUND_TYPE_ENV_IMPORTANT:
PLAYSOUND(source_ent, CHAN_ITEM, path, 1, 2);
break;
default:
break;
}
};