mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-29 15:22:29 +00:00
204 lines
6.6 KiB
C++
204 lines
6.6 KiB
C++
/*
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server/utilities/sound_helper.qc
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Logic designed to assist in audio balancing and different types
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of audio channels.
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Copyright (C) 2021-2024 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#define SOUND_PRIORITY_ALLOWSKIP 0
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#define SOUND_PRIORITY_PLAYALWAYS 1
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#define SOUND_TYPE_ZOMBIE_QUIET 0
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#define SOUND_TYPE_ZOMBIE_LOUD 1
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#define SOUND_TYPE_ZOMBIE_CRAWLER 2
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#define SOUND_TYPE_MUSIC_ROUND 3
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#define SOUND_TYPE_WEAPON_FIRE 4
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#define SOUND_TYPE_WEAPON_OTHER 5
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#define SOUND_TYPE_WEAPON_PACK 6
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#define SOUND_TYPE_WEAPON_EXPLODE 7
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#define SOUND_TYPE_PLAYER_VOICE 8
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#define SOUND_TYPE_PLAYER_FOOTSTEP 9
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#define SOUND_TYPE_ENV_OBJECT 10
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#define SOUND_TYPE_ENV_CHING 11
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#define SOUND_TYPE_ENV_VOICE 12
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#define SOUND_TYPE_ENV_MUSIC 13
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#define SOUND_TYPE_ENV_IMPORTANT 14
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#define SOUND_MAX_ZOMBIE_GROANS 4
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#define SOUND_MAX_WEAPON_EXPLODE 8
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#define SOUND_MAX_ENV_VOICE 1
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// On FTE, we should always be using SOUNDFLAG_FOLLOW because we want
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// sounds like the longer zombie groans to not feel desynconized from
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// the actual action, other engines don't support this though, so wrap
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// it.
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#ifdef FTE
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#define PLAYSOUND(ent, channel, path, volume, attenuation) sound(ent, channel, path, volume, attenuation, 0, SOUNDFLAG_FOLLOW)
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#else
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#define PLAYSOUND(ent, channel, path, volume, attenuation) sound(ent, channel, path, volume, attenuation)
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#endif // FTE
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float zombie_groan_times[SOUND_MAX_ZOMBIE_GROANS];
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float weapon_explode_times[SOUND_MAX_WEAPON_EXPLODE];
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float environment_voice_times[SOUND_MAX_ENV_VOICE];
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float() Sound_GetEnvironmentVoice =
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{
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// Search for an available Explosion slot.
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for(float i = 0; i < SOUND_MAX_ENV_VOICE; i++) {
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if (environment_voice_times[i] < time) {
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return i;
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}
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}
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// None available.
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return -1;
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};
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void(float priority, float index) Sound_SetEnvironmentVoice =
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{
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if (priority == SOUND_PRIORITY_PLAYALWAYS)
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return;
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environment_voice_times[index] = time + 2;
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};
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float() Sound_GetWeaponExplosion =
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{
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// Search for an available Explosion slot.
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for(float i = 0; i < SOUND_MAX_WEAPON_EXPLODE; i++) {
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if (weapon_explode_times[i] < time) {
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return i;
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}
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}
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// None available.
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return -1;
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};
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void(float priority, float index) Sound_SetWeaponExplosion =
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{
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if (priority == SOUND_PRIORITY_PLAYALWAYS)
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return;
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weapon_explode_times[index] = time + 1.2;
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};
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float() Sound_GetZombieGroan =
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{
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// Search for an available Groan slot.
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for(float i = 0; i < SOUND_MAX_ZOMBIE_GROANS; i++) {
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if (zombie_groan_times[i] < time) {
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return i;
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}
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}
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// None available.
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return -1;
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};
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void(float priority, float index) Sound_SetZombieGroan =
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{
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if (priority == SOUND_PRIORITY_PLAYALWAYS)
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return;
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zombie_groan_times[index] = time + 4.5;
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};
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void(entity source_ent, string path, float type, float priority) Sound_PlaySound =
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{
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switch(type) {
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case SOUND_TYPE_ZOMBIE_QUIET:
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float zombie_quiet_groan = Sound_GetZombieGroan();
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if (priority == SOUND_PRIORITY_PLAYALWAYS || zombie_quiet_groan != -1) {
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PLAYSOUND(source_ent, CHAN_VOICE, path, 0.60, 1);
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Sound_SetZombieGroan(priority, zombie_quiet_groan);
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}
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break;
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case SOUND_TYPE_ZOMBIE_LOUD:
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float zombie_loud_groan = Sound_GetZombieGroan();
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if (priority == SOUND_PRIORITY_PLAYALWAYS || zombie_loud_groan != -1) {
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PLAYSOUND(source_ent, CHAN_WEAPON, path, 0.70, 1);
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Sound_SetZombieGroan(priority, zombie_loud_groan);
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}
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break;
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case SOUND_TYPE_ZOMBIE_CRAWLER:
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float zombie_crawler_groan = Sound_GetZombieGroan();
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if (priority == SOUND_PRIORITY_PLAYALWAYS || zombie_crawler_groan != -1) {
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PLAYSOUND(source_ent, CHAN_ITEM, path, 0.60, 1);
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Sound_SetZombieGroan(priority, zombie_crawler_groan);
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}
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break;
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case SOUND_TYPE_MUSIC_ROUND:
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PLAYSOUND(source_ent, CHAN_ITEM, path, 0.85, 0);
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break;
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case SOUND_TYPE_WEAPON_FIRE:
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PLAYSOUND(source_ent, CHAN_AUTO, path, 0.80, 2);
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break;
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case SOUND_TYPE_WEAPON_OTHER:
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PLAYSOUND(source_ent, CHAN_ITEM, path, 0.60, 2);
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break;
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case SOUND_TYPE_WEAPON_PACK:
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PLAYSOUND(source_ent, CHAN_ITEM, path, 0.95, 2);
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break;
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case SOUND_TYPE_WEAPON_EXPLODE:
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float weapon_explosion_index = Sound_GetWeaponExplosion();
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if (priority == SOUND_PRIORITY_PLAYALWAYS || weapon_explosion_index != -1) {
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PLAYSOUND(source_ent, 0, path, 0.70, 1);
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Sound_SetWeaponExplosion(priority, weapon_explosion_index);
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}
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break;
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case SOUND_TYPE_PLAYER_VOICE:
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PLAYSOUND(source_ent, CHAN_VOICE, path, 0.90, 2);
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break;
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case SOUND_TYPE_PLAYER_FOOTSTEP:
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PLAYSOUND(source_ent, 0, path, 0.40, 3);
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break;
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case SOUND_TYPE_ENV_OBJECT:
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PLAYSOUND(source_ent, CHAN_ITEM, path, 0.50, 2);
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break;
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case SOUND_TYPE_ENV_CHING:
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PLAYSOUND(source_ent, CHAN_AUTO, path, 0.75, 3);
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break;
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case SOUND_TYPE_ENV_VOICE:
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float environment_voice_index = Sound_GetEnvironmentVoice();
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if (priority == SOUND_PRIORITY_PLAYALWAYS || environment_voice_index != -1) {
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PLAYSOUND(source_ent, CHAN_VOICE, path, 0.80, 0);
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Sound_SetEnvironmentVoice(priority, environment_voice_index);
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}
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break;
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case SOUND_TYPE_ENV_MUSIC:
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PLAYSOUND(source_ent, CHAN_WEAPON, path, 0.75, 3);
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break;
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case SOUND_TYPE_ENV_IMPORTANT:
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PLAYSOUND(source_ent, CHAN_ITEM, path, 1, 2);
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break;
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default:
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break;
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}
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};
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