mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
1655 lines
35 KiB
C++
1655 lines
35 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/soundman.cpp $
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// $Revision:: 10 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Sound Manager
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//
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#include "_pch_cpp.h"
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//#include "g_local.h"
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#include "entity.h"
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#include "trigger.h"
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#include "player.h"
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#include "soundman.h"
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SoundManager SoundMan;
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/******************************************************************************
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Sound Manager
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******************************************************************************/
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Event EV_SoundManager_AddSpeaker
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(
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"addspeaker",
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EV_CONSOLE,
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NULL,
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NULL,
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"Add a new sound where the player is standing."
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);
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Event EV_SoundManager_AddRandomSpeaker
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(
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"addrandomspeaker",
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EV_CONSOLE,
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NULL,
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NULL,
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"Add a new sound where the player is standing."
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);
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Event EV_SoundManager_AddMusicTrigger
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(
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"addmusictrigger",
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EV_CONSOLE,
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NULL,
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NULL,
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"Add a new music trigger where the player is standing."
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);
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Event EV_SoundManager_AddReverbTrigger
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(
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"addreverbtrigger",
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EV_CONSOLE,
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NULL,
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NULL,
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"Add a new reverb trigger where the player is standing."
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);
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Event EV_SoundManager_Replace
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(
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"replace",
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EV_CONSOLE,
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NULL,
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NULL,
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"Replace the current sound position with the player's."
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);
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Event EV_SoundManager_Delete
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(
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"delete",
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EV_CONSOLE,
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NULL,
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NULL,
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"Delete the current sound."
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);
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Event EV_SoundManager_MovePlayer
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(
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"moveplayer",
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EV_CONSOLE,
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NULL,
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NULL,
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"Move the player to the current sound position."
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);
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Event EV_SoundManager_Next
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(
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"next",
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EV_CONSOLE,
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NULL,
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NULL,
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"Go to the next sound."
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);
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Event EV_SoundManager_Previous
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(
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"prev",
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EV_CONSOLE,
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NULL,
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NULL,
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"Go to the previous sound."
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);
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Event EV_SoundManager_Show
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(
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"show",
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EV_DEFAULT,
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"E",
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"path",
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"Show all the sounds."
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);
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Event EV_SoundManager_ShowingSounds
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(
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"_showing_sounds",
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EV_CONSOLE,
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NULL,
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NULL,
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"Internal event for showing the sounds."
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);
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Event EV_SoundManager_Hide
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(
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"hide",
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EV_DEFAULT,
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NULL,
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NULL,
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"Hides the sounds."
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);
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Event EV_SoundManager_Save
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(
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"save",
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EV_CONSOLE,
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NULL,
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NULL,
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"Saves the sounds."
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);
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Event EV_SoundManager_UpdateInput
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(
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"updateinput",
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EV_CONSOLE,
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NULL,
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NULL,
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"Updates the current sound with user interface values."
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);
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Event EV_SoundManager_Reset
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(
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"reset",
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EV_CONSOLE,
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NULL,
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NULL,
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"Resets the state of all sounds and triggers."
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);
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Event EV_SoundManager_GlobalTranslate
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(
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"globaltranslate",
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EV_CONSOLE,
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"v",
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"translate_amount",
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"Translates all sounds and triggers by specified amount."
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);
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Event EV_SoundManager_SwitchFacet
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(
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"switchfacet",
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EV_CONSOLE,
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NULL,
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NULL,
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"Switch the current facet that we are editing."
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);
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Event EV_SoundManager_PreviewReverb
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(
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"previewreverb",
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EV_CONSOLE,
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NULL,
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NULL,
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"Test out the current reverb settings."
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);
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Event EV_SoundManager_ResetReverb
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(
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"resetreverb",
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EV_CONSOLE,
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NULL,
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NULL,
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"reset the reverb settings to a normal."
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);
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CLASS_DECLARATION( Listener, SoundManager, NULL )
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{
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{ &EV_SoundManager_AddSpeaker, &SoundManager::AddSpeaker },
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{ &EV_SoundManager_AddRandomSpeaker, &SoundManager::AddRandomSpeaker },
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{ &EV_SoundManager_AddMusicTrigger, &SoundManager::AddMusicTrigger },
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{ &EV_SoundManager_AddReverbTrigger, &SoundManager::AddReverbTrigger },
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{ &EV_SoundManager_Replace, &SoundManager::Replace },
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{ &EV_SoundManager_Delete, &SoundManager::Delete },
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{ &EV_SoundManager_MovePlayer, &SoundManager::MovePlayer },
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{ &EV_SoundManager_Next, &SoundManager::Next },
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{ &EV_SoundManager_Previous, &SoundManager::Previous },
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{ &EV_SoundManager_Show, &SoundManager::Show },
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{ &EV_SoundManager_ShowingSounds, &SoundManager::ShowingSounds },
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{ &EV_SoundManager_Hide, &SoundManager::Hide },
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{ &EV_SoundManager_Save, &SoundManager::Save },
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{ &EV_SoundManager_UpdateInput, &SoundManager::UpdateEvent },
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{ &EV_SoundManager_Reset, &SoundManager::ResetEvent },
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{ &EV_SoundManager_GlobalTranslate, &SoundManager::GlobalTranslateEvent },
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{ &EV_SoundManager_SwitchFacet, &SoundManager::SwitchFacetEvent },
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{ &EV_SoundManager_PreviewReverb, &SoundManager::PreviewReverbEvent },
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{ &EV_SoundManager_ResetReverb, &SoundManager::ResetReverbEvent },
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{ NULL, NULL }
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};
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Player *SoundManager_GetPlayer( void )
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{
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assert( g_entities[ 0 ].entity && g_entities[ 0 ].entity->isSubclassOf( Player ) );
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if ( !g_entities[ 0 ].entity || !( g_entities[ 0 ].entity->isSubclassOf( Player ) ) )
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{
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gi.WPrintf( "No player found.\n" );
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return NULL;
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}
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return ( Player * )g_entities[ 0 ].entity;
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}
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SoundManager::SoundManager()
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{
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Init();
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}
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void SoundManager::Init( void )
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{
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currentFacet = 0;
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Reset();
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}
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void SoundManager::Reset( void )
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{
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current = NULL;
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soundList.ClearObjectList();
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}
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void SoundManager::UpdateUI( void )
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{
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if ( current )
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{
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gi.cvar_set( "snd_multifaceted", "" );
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gi.cvar_set( "snd_currentfacet", "" );
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gi.cvar_set( "snd_onetime", "0" );
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gi.cvar_set( "snd_useangles", "0" );
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gi.cvar_set( "snd_yaw", "0" );
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gi.cvar_set( "snd_origin", va( "%.2f %.2f %.2f", current->origin[ 0 ], current->origin[ 1 ], current->origin[ 2 ] ) );
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gi.cvar_set( "snd_targetname", current->targetname.c_str() );
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if ( current->isSubclassOf( TriggerSpeaker ) )
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{
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TriggerSpeaker * speaker;
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speaker = ( TriggerSpeaker * )current;
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if ( speaker->volume != DEFAULT_VOL )
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{
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gi.cvar_set( "snd_volume", va( "%.1f", speaker->volume ) );
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}
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else
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{
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gi.cvar_set( "snd_volume", "Default" );
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}
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if ( speaker->min_dist != DEFAULT_MIN_DIST )
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{
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gi.cvar_set( "snd_mindist", va( "%.1f", speaker->min_dist ) );
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}
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else
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{
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gi.cvar_set( "snd_mindist", "Default" );
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}
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// setup the sound
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gi.cvar_set( "ui_pickedsound", speaker->Noise().c_str() );
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if ( current->isSubclassOf( RandomSpeaker ) )
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{
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RandomSpeaker * random;
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random = ( RandomSpeaker * )current;
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gi.cvar_set( "snd_mindelay", va( "%.1f", random->mindelay ) );
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gi.cvar_set( "snd_maxdelay", va( "%.1f", random->maxdelay ) );
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gi.cvar_set( "snd_channel", va( "%d", random->channel ) );
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gi.cvar_set( "snd_chance", va( "%.1f", random->chance ) );
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gi.cvar_set( "snd_type", "RandomSpeaker" );
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}
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else
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{
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gi.cvar_set( "snd_type", "Speaker" );
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}
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}
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else if ( current->isSubclassOf( TriggerMusic ) || current->isSubclassOf( TriggerReverb ) )
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{
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int multiFaceted;
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Trigger *trigger;
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trigger = ( Trigger * )current;
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gi.cvar_set( "snd_width", va( "%.0f", trigger->maxs[ 0 ] ) );
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gi.cvar_set( "snd_length", va( "%.0f", trigger->maxs[ 1 ] ) );
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gi.cvar_set( "snd_height", va( "%.0f", trigger->maxs[ 2 ] ) );
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if ( trigger->UsingTriggerDir() )
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{
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gi.cvar_set( "snd_useangles", "1" );
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}
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else
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{
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gi.cvar_set( "snd_useangles", "0" );
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}
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gi.cvar_set( "snd_yaw", va( "%.0f", trigger->angles[ 1 ] ) );
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multiFaceted = trigger->GetMultiFaceted();
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if ( multiFaceted )
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{
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if ( multiFaceted == 1 )
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{
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gi.cvar_set( "snd_multifaceted", "North/South" );
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if ( currentFacet )
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{
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gi.cvar_set( "snd_currentfacet", "South" );
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}
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else
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{
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gi.cvar_set( "snd_currentfacet", "North" );
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}
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}
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else
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{
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gi.cvar_set( "snd_multifaceted", "East/West" );
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if ( currentFacet )
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{
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gi.cvar_set( "snd_currentfacet", "West" );
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}
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else
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{
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gi.cvar_set( "snd_currentfacet", "East" );
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}
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}
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}
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else
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{
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gi.cvar_set( "snd_multifaceted", "Not" );
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}
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if ( current->isSubclassOf( TriggerMusic ) )
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{
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TriggerMusic * music;
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music = ( TriggerMusic * )trigger;
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gi.cvar_set( "snd_type", "MusicTrigger" );
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if ( music->oneshot )
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{
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gi.cvar_set( "snd_onetime", "1" );
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}
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else
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{
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gi.cvar_set( "snd_onetime", "0" );
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}
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if ( !currentFacet )
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{
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gi.cvar_set( "snd_currentmood", music->current.c_str() );
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gi.cvar_set( "snd_fallbackmood", music->fallback.c_str() );
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}
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else
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{
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gi.cvar_set( "snd_currentmood", music->altcurrent.c_str() );
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gi.cvar_set( "snd_fallbackmood", music->altfallback.c_str() );
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}
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}
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else if ( current->isSubclassOf( TriggerReverb ) )
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{
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TriggerReverb * reverb;
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reverb = ( TriggerReverb * )trigger;
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gi.cvar_set( "snd_type", "ReverbTrigger" );
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if ( reverb->oneshot )
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{
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gi.cvar_set( "snd_onetime", "1" );
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}
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else
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{
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gi.cvar_set( "snd_onetime", "0" );
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}
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if ( !currentFacet )
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{
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gi.cvar_set( "snd_reverbtypedisplay", EAXMode_NumToName( reverb->reverbtype ) );
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gi.cvar_set( "snd_reverbtype", va( "%d", reverb->reverbtype ) );
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gi.cvar_set( "snd_reverblevel", va( "%.2f", reverb->reverblevel ) );
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}
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else
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{
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gi.cvar_set( "snd_reverbtypedisplay", EAXMode_NumToName( reverb->altreverbtype ) );
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gi.cvar_set( "snd_reverbtype", va( "%d", reverb->altreverbtype ) );
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gi.cvar_set( "snd_reverblevel", va( "%.2f", reverb->altreverblevel ) );
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}
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}
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}
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if ( EventPending( EV_SoundManager_ShowingSounds ) )
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{
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gi.cvar_set( "snd_hiddenstate", "visible" );
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}
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else
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{
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gi.cvar_set( "snd_hiddenstate", "hidden" );
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}
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gi.cvar_set( "snd_speakernum", va( "%d", soundList.IndexOfObject( current ) - 1 ) );
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}
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}
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void SoundManager::UpdateRandomSpeaker( RandomSpeaker * speaker )
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{
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cvar_t * cvar;
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Vector tempvec;
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if ( !speaker )
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{
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return;
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}
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// get origin
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cvar = gi.cvar( "snd_origin", "", 0 );
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sscanf( cvar->string, "%f %f %f", &tempvec[ 0 ], &tempvec[ 1 ], &tempvec[ 2 ] );
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speaker->setOrigin( tempvec );
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// get targetname
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cvar = gi.cvar( "snd_targetname", "", 0 );
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speaker->SetTargetName( cvar->string );
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// get volume
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cvar = gi.cvar( "snd_volume", "", 0 );
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if ( str( cvar->string ) == "Default" )
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{
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speaker->SetVolume( DEFAULT_VOL );
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}
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else
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{
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speaker->SetVolume( cvar->value );
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}
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// get min_dist
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cvar = gi.cvar( "snd_mindist", "", 0 );
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if ( str( cvar->string ) == "Default" )
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{
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speaker->SetMinDist( DEFAULT_MIN_DIST );
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}
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else
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{
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speaker->SetMinDist( cvar->value );
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}
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// get mindelay
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cvar = gi.cvar( "snd_mindelay", "", 0 );
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speaker->SetMinDelay( cvar->value );
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// get maxdelay
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cvar = gi.cvar( "snd_maxdelay", "", 0 );
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speaker->SetMaxDelay( cvar->value );
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// get chance
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cvar = gi.cvar( "snd_chance", "", 0 );
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speaker->SetChance( cvar->value );
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// get sound
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cvar = gi.cvar( "ui_pickedsound", "", 0 );
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if ( cvar->string[ 0 ] )
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{
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speaker->SetNoise( cvar->string );
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speaker->ScheduleSound();
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}
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}
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void SoundManager::UpdateSpeaker( TriggerSpeaker * speaker )
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{
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cvar_t * cvar;
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Vector tempvec;
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if ( !speaker )
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{
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return;
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}
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//
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// make sure the speaker is an ambient speaker
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//
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speaker->ambient = true;
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// get origin
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cvar = gi.cvar( "snd_origin", "", 0 );
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sscanf( cvar->string, "%f %f %f", &tempvec[ 0 ], &tempvec[ 1 ], &tempvec[ 2 ] );
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speaker->setOrigin( tempvec );
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// get targetname
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cvar = gi.cvar( "snd_targetname", "", 0 );
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speaker->SetTargetName( cvar->string );
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// get volume
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cvar = gi.cvar( "snd_volume", "", 0 );
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if ( str( cvar->string ) == "Default" )
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{
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speaker->SetVolume( DEFAULT_VOL );
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}
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else
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{
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speaker->SetVolume( cvar->value );
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}
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// get min_dist
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cvar = gi.cvar( "snd_mindist", "", 0 );
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if ( str( cvar->string ) == "Default" )
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{
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speaker->SetMinDist( DEFAULT_MIN_DIST );
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}
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else
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{
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speaker->SetMinDist( cvar->value );
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}
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// get sound
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cvar = gi.cvar( "ui_pickedsound", "", 0 );
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if ( cvar->string[ 0 ] )
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{
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speaker->SetNoise( cvar->string );
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speaker->StartSound();
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}
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}
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void SoundManager::UpdateTriggerMusic( TriggerMusic * music )
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{
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cvar_t *cvar;
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str current;
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str fallback;
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str faceted;
|
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Vector tempvec;
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if ( !music )
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{
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return;
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}
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//
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// go to a known state
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//
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music->SetOneShot( false );
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// no angle use
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music->useTriggerDir = false;
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// make sure it doesn't trigger
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music->triggerable = false;
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// get origin
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cvar = gi.cvar( "snd_origin", "", 0 );
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sscanf( cvar->string, "%f %f %f", &tempvec[ 0 ], &tempvec[ 1 ], &tempvec[ 2 ] );
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music->setOrigin( tempvec );
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|
|
// get targetname
|
|
cvar = gi.cvar( "snd_targetname", "", 0 );
|
|
music->SetTargetName( cvar->string );
|
|
|
|
// get width
|
|
cvar = gi.cvar( "snd_width", "", 0 );
|
|
music->mins[ 0 ] = -cvar->value;
|
|
music->maxs[ 0 ] = cvar->value;
|
|
|
|
// get length
|
|
cvar = gi.cvar( "snd_length", "", 0 );
|
|
music->mins[ 1 ] = -cvar->value;
|
|
music->maxs[ 1 ] = cvar->value;
|
|
|
|
// get height
|
|
cvar = gi.cvar( "snd_height", "", 0 );
|
|
music->mins[ 2 ] = 0;
|
|
music->maxs[ 2 ] = cvar->value;
|
|
|
|
music->setSize( music->mins, music->maxs );
|
|
|
|
// get current multi faceted ness
|
|
cvar = gi.cvar( "snd_multifaceted", "", 0 );
|
|
faceted = cvar->string;
|
|
|
|
if ( faceted == "North/South" )
|
|
{
|
|
music->SetMultiFaceted( 1 );
|
|
}
|
|
else if ( faceted == "East/West" )
|
|
{
|
|
music->SetMultiFaceted( 2 );
|
|
}
|
|
else
|
|
{
|
|
music->SetMultiFaceted( 0 );
|
|
}
|
|
|
|
// get current mood
|
|
cvar = gi.cvar( "snd_currentmood", "", 0 );
|
|
current = cvar->string;
|
|
|
|
// get fallback mood
|
|
cvar = gi.cvar( "snd_fallbackmood", "", 0 );
|
|
fallback = cvar->string;
|
|
|
|
if ( music->multiFaceted && currentFacet )
|
|
{
|
|
music->SetAltMood( current, fallback );
|
|
}
|
|
else
|
|
{
|
|
music->SetMood( current, fallback );
|
|
}
|
|
|
|
// get onetime
|
|
cvar = gi.cvar( "snd_onetime", "", 0 );
|
|
if ( cvar->integer )
|
|
{
|
|
music->SetOneShot( true );
|
|
}
|
|
|
|
// get yaw
|
|
cvar = gi.cvar( "snd_yaw", "", 0 );
|
|
music->angles[ YAW ] = cvar->value;
|
|
music->setAngles();
|
|
|
|
// get useangles
|
|
cvar = gi.cvar( "snd_useangles", "", 0 );
|
|
if ( cvar->integer )
|
|
{
|
|
music->SetTriggerDir( music->angles[ YAW ] );
|
|
}
|
|
UpdateUI();
|
|
}
|
|
|
|
void SoundManager::UpdateTriggerReverb( TriggerReverb * reverb )
|
|
{
|
|
cvar_t *cvar;
|
|
int reverbtype;
|
|
float reverblevel;
|
|
str faceted;
|
|
Vector tempvec;
|
|
|
|
if ( !reverb )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//
|
|
// go to a known state
|
|
//
|
|
|
|
reverb->SetOneShot( false );
|
|
// no angle use
|
|
reverb->useTriggerDir = false;
|
|
// make sure it doesn't trigger
|
|
reverb->triggerable = false;
|
|
|
|
// get origin
|
|
cvar = gi.cvar( "snd_origin", "", 0 );
|
|
sscanf( cvar->string, "%f %f %f", &tempvec[ 0 ], &tempvec[ 1 ], &tempvec[ 2 ] );
|
|
reverb->setOrigin( tempvec );
|
|
|
|
// get targetname
|
|
cvar = gi.cvar( "snd_targetname", "", 0 );
|
|
reverb->SetTargetName( cvar->string );
|
|
|
|
// get width
|
|
cvar = gi.cvar( "snd_width", "", 0 );
|
|
reverb->mins[ 0 ] = -cvar->value;
|
|
reverb->maxs[ 0 ] = cvar->value;
|
|
|
|
// get length
|
|
cvar = gi.cvar( "snd_length", "", 0 );
|
|
reverb->mins[ 1 ] = -cvar->value;
|
|
reverb->maxs[ 1 ] = cvar->value;
|
|
|
|
// get height
|
|
cvar = gi.cvar( "snd_height", "", 0 );
|
|
reverb->mins[ 2 ] = 0;
|
|
reverb->maxs[ 2 ] = cvar->value;
|
|
|
|
reverb->setSize( reverb->mins, reverb->maxs );
|
|
|
|
// get current multi faceted ness
|
|
cvar = gi.cvar( "snd_multifaceted", "", 0 );
|
|
faceted = cvar->string;
|
|
|
|
if ( faceted == "North/South" )
|
|
{
|
|
reverb->SetMultiFaceted( 1 );
|
|
}
|
|
else if ( faceted == "East/West" )
|
|
{
|
|
reverb->SetMultiFaceted( 2 );
|
|
}
|
|
else
|
|
{
|
|
reverb->SetMultiFaceted( 0 );
|
|
}
|
|
|
|
// get reverb type
|
|
cvar = gi.cvar( "snd_reverbtype", "", 0 );
|
|
reverbtype = cvar->integer;
|
|
|
|
// get reverb level
|
|
cvar = gi.cvar( "snd_reverblevel", "", 0 );
|
|
reverblevel = cvar->value;
|
|
|
|
if ( reverb->multiFaceted && currentFacet )
|
|
{
|
|
reverb->SetAltReverb( reverbtype, reverblevel );
|
|
}
|
|
else
|
|
{
|
|
reverb->SetReverb( reverbtype, reverblevel );
|
|
}
|
|
|
|
// get onetime
|
|
cvar = gi.cvar( "snd_onetime", "", 0 );
|
|
if ( cvar->integer )
|
|
{
|
|
reverb->SetOneShot( true );
|
|
}
|
|
|
|
// get yaw
|
|
cvar = gi.cvar( "snd_yaw", "", 0 );
|
|
reverb->angles[ YAW ] = cvar->value;
|
|
reverb->setAngles();
|
|
|
|
// get useangles
|
|
cvar = gi.cvar( "snd_useangles", "", 0 );
|
|
if ( cvar->integer )
|
|
{
|
|
reverb->SetTriggerDir( reverb->angles[ YAW ] );
|
|
}
|
|
UpdateUI();
|
|
}
|
|
|
|
void SoundManager::UpdateEvent( Event * )
|
|
{
|
|
if ( !current )
|
|
{
|
|
return;
|
|
}
|
|
if ( current->isSubclassOf( RandomSpeaker ) )
|
|
{
|
|
UpdateRandomSpeaker( ( RandomSpeaker * )current );
|
|
}
|
|
else if ( current->isSubclassOf( TriggerSpeaker ) )
|
|
{
|
|
UpdateSpeaker( ( TriggerSpeaker * )current );
|
|
}
|
|
else if ( current->isSubclassOf( TriggerMusic ) )
|
|
{
|
|
UpdateTriggerMusic( ( TriggerMusic * )current );
|
|
}
|
|
else if ( current->isSubclassOf( TriggerReverb ) )
|
|
{
|
|
UpdateTriggerReverb( ( TriggerReverb * )current );
|
|
}
|
|
}
|
|
|
|
void SoundManager::AddSpeaker( Event * )
|
|
{
|
|
Player *player;
|
|
Vector ang;
|
|
Vector pos;
|
|
|
|
player = SoundManager_GetPlayer();
|
|
if ( player )
|
|
{
|
|
player->GetPlayerView( &pos, &ang );
|
|
|
|
current = new TriggerSpeaker;
|
|
current->setOrigin( pos );
|
|
current->setAngles( ang );
|
|
|
|
soundList.AddUniqueObject( current );
|
|
|
|
Show();
|
|
}
|
|
UpdateUI();
|
|
}
|
|
|
|
void SoundManager::AddRandomSpeaker( Event * )
|
|
{
|
|
Player *player;
|
|
Vector ang;
|
|
Vector pos;
|
|
|
|
player = SoundManager_GetPlayer();
|
|
if ( player )
|
|
{
|
|
player->GetPlayerView( &pos, &ang );
|
|
|
|
current = new RandomSpeaker;
|
|
current->setOrigin( pos );
|
|
current->setAngles( ang );
|
|
|
|
soundList.AddUniqueObject( current );
|
|
|
|
Show();
|
|
}
|
|
UpdateUI();
|
|
}
|
|
|
|
void SoundManager::AddMusicTrigger( Event * )
|
|
{
|
|
Player *player;
|
|
Vector ang;
|
|
|
|
player = SoundManager_GetPlayer();
|
|
if ( player )
|
|
{
|
|
player->GetPlayerView( NULL, &ang );
|
|
|
|
current = new TriggerMusic;
|
|
// we grab the origin from the feet of the player
|
|
current->setOrigin( player->origin );
|
|
current->setAngles( ang );
|
|
current->setSize( Vector(-16, -16, 0), Vector(16, 16, 64) );
|
|
// make sure it doesn't trigger
|
|
( ( TriggerMusic * )current )->triggerable = false;
|
|
|
|
soundList.AddUniqueObject( current );
|
|
|
|
Show();
|
|
}
|
|
UpdateUI();
|
|
}
|
|
|
|
void SoundManager::AddReverbTrigger( Event * )
|
|
{
|
|
Player *player;
|
|
Vector ang;
|
|
|
|
player = SoundManager_GetPlayer();
|
|
if ( player )
|
|
{
|
|
player->GetPlayerView( NULL, &ang );
|
|
|
|
current = new TriggerReverb;
|
|
// we grab the origin from the feet of the player
|
|
current->setOrigin( player->origin );
|
|
current->setAngles( ang );
|
|
current->setSize( Vector(-16, -16, 0), Vector(16, 16, 64) );
|
|
// make sure it doesn't trigger
|
|
( ( TriggerReverb * )current )->triggerable = false;
|
|
|
|
soundList.AddUniqueObject( current );
|
|
|
|
Show();
|
|
}
|
|
UpdateUI();
|
|
}
|
|
|
|
void SoundManager::Replace( Event * )
|
|
{
|
|
Player *player;
|
|
Vector ang;
|
|
Vector pos;
|
|
|
|
player = SoundManager_GetPlayer();
|
|
if ( current && player )
|
|
{
|
|
player->GetPlayerView( &pos, &ang );
|
|
|
|
if ( current->isSubclassOf( TriggerMusic ) || current->isSubclassOf( TriggerReverb ) )
|
|
{
|
|
current->setOrigin( player->origin );
|
|
}
|
|
else
|
|
{
|
|
current->setOrigin( pos );
|
|
}
|
|
current->setAngles( ang );
|
|
}
|
|
UpdateUI();
|
|
}
|
|
|
|
void SoundManager::Delete( Event * )
|
|
{
|
|
int index = 0;
|
|
|
|
if ( !current )
|
|
return;
|
|
|
|
if ( soundList.ObjectInList( current ) )
|
|
{
|
|
index = soundList.IndexOfObject( current );
|
|
// remove the speaker
|
|
soundList.RemoveObject( current );
|
|
}
|
|
current->PostEvent( EV_Remove, 0.0f );
|
|
|
|
if ( ( index > 0 ) && ( index < soundList.NumObjects() ) )
|
|
{
|
|
current = soundList.ObjectAt( index );
|
|
CurrentGainsFocus();
|
|
}
|
|
else
|
|
{
|
|
current = NULL;
|
|
}
|
|
|
|
UpdateUI();
|
|
}
|
|
|
|
void SoundManager::MovePlayer( Event * )
|
|
{
|
|
Player *player;
|
|
Vector pos;
|
|
|
|
player = SoundManager_GetPlayer();
|
|
if ( current && player )
|
|
{
|
|
player->GetPlayerView( &pos, NULL );
|
|
|
|
if ( current->isSubclassOf( TriggerMusic ) || current->isSubclassOf( TriggerReverb ) )
|
|
{
|
|
player->setOrigin( current->origin );
|
|
}
|
|
else
|
|
{
|
|
player->setOrigin( current->origin - pos + player->origin );
|
|
}
|
|
player->SetViewAngles( current->angles );
|
|
}
|
|
}
|
|
|
|
void SoundManager::CurrentLostFocus( void )
|
|
{
|
|
if ( current )
|
|
{
|
|
if ( current->isSubclassOf( TriggerMusic ) || current->isSubclassOf( TriggerReverb ) )
|
|
{
|
|
current->PostEvent( EV_Trigger_SetTriggerable, 0.1f );
|
|
}
|
|
}
|
|
}
|
|
|
|
void SoundManager::CurrentGainsFocus( void )
|
|
{
|
|
if ( current )
|
|
{
|
|
if ( current->isSubclassOf( TriggerMusic ) || current->isSubclassOf( TriggerReverb ) )
|
|
{
|
|
current->ProcessEvent( EV_Trigger_SetNotTriggerable );
|
|
}
|
|
}
|
|
}
|
|
|
|
void SoundManager::Next( Event * )
|
|
{
|
|
int index;
|
|
|
|
currentFacet = 0;
|
|
|
|
if ( current )
|
|
{
|
|
//
|
|
// find current sound in container of sounds
|
|
//
|
|
index = soundList.IndexOfObject( current );
|
|
if ( index < soundList.NumObjects() )
|
|
{
|
|
index++;
|
|
}
|
|
else
|
|
{
|
|
index = 1;
|
|
}
|
|
CurrentLostFocus();
|
|
}
|
|
else
|
|
{
|
|
index = 1;
|
|
}
|
|
|
|
if ( index <= soundList.NumObjects() )
|
|
{
|
|
current = soundList.ObjectAt( index );
|
|
CurrentGainsFocus();
|
|
UpdateUI();
|
|
}
|
|
}
|
|
|
|
void SoundManager::Previous( Event * )
|
|
{
|
|
int index;
|
|
|
|
currentFacet = 0;
|
|
|
|
if ( current )
|
|
{
|
|
//
|
|
// find current sound in container of sounds
|
|
//
|
|
index = soundList.IndexOfObject( current );
|
|
if ( index > 1 )
|
|
{
|
|
index--;
|
|
}
|
|
else
|
|
{
|
|
index = soundList.NumObjects();
|
|
}
|
|
CurrentLostFocus();
|
|
}
|
|
else
|
|
{
|
|
index = 1;
|
|
}
|
|
|
|
if ( index <= soundList.NumObjects() )
|
|
{
|
|
current = soundList.ObjectAt( index );
|
|
CurrentGainsFocus();
|
|
UpdateUI();
|
|
}
|
|
}
|
|
|
|
void SoundManager::ResetEvent( Event * )
|
|
{
|
|
int i;
|
|
Entity * ent;
|
|
|
|
for( i = 1; i <= soundList.NumObjects(); i++ )
|
|
{
|
|
ent = soundList.ObjectAt( i );
|
|
if ( ent->isSubclassOf( TriggerSpeaker ) )
|
|
{
|
|
// nothing to reset
|
|
}
|
|
else if ( ent->isSubclassOf( TriggerMusic ) )
|
|
{
|
|
TriggerMusic * music;
|
|
|
|
music = ( TriggerMusic * )ent;
|
|
music->SetOneShot( music->oneshot );
|
|
}
|
|
else if ( ent->isSubclassOf( TriggerReverb ) )
|
|
{
|
|
TriggerReverb * reverb;
|
|
|
|
reverb = ( TriggerReverb * )ent;
|
|
reverb->SetOneShot( reverb->oneshot );
|
|
}
|
|
}
|
|
}
|
|
|
|
void SoundManager::GlobalTranslateEvent( Event *ev )
|
|
{
|
|
int i;
|
|
Entity * ent;
|
|
Vector amount;
|
|
|
|
amount = ev->GetVector( 1 );
|
|
|
|
for( i = 1; i <= soundList.NumObjects(); i++ )
|
|
{
|
|
ent = soundList.ObjectAt( i );
|
|
ent->addOrigin( amount );
|
|
}
|
|
}
|
|
|
|
void SoundManager::SwitchFacetEvent( Event * )
|
|
{
|
|
if ( current && current->isSubclassOf( Trigger ) )
|
|
{
|
|
Trigger * trigger;
|
|
|
|
trigger = ( Trigger * )current;
|
|
if ( trigger->GetMultiFaceted() && !currentFacet )
|
|
{
|
|
currentFacet = 1;
|
|
}
|
|
else
|
|
{
|
|
currentFacet = 0;
|
|
}
|
|
}
|
|
UpdateUI();
|
|
}
|
|
|
|
void SoundManager::PreviewReverbEvent( Event * )
|
|
{
|
|
cvar_t *cvar;
|
|
int reverbtype;
|
|
float reverblevel;
|
|
|
|
// get reverb type
|
|
cvar = gi.cvar( "snd_reverbtype", "", 0 );
|
|
reverbtype = cvar->integer;
|
|
|
|
// get reverb level
|
|
cvar = gi.cvar( "snd_reverblevel", "", 0 );
|
|
reverblevel = cvar->value;
|
|
|
|
if ( g_entities[ 0 ].inuse && g_entities[ 0 ].client )
|
|
{
|
|
Player *client;
|
|
|
|
client = ( Player * )g_entities[ 0 ].entity;
|
|
client->SetReverb( reverbtype, reverblevel );
|
|
}
|
|
}
|
|
|
|
void SoundManager::ResetReverbEvent( Event * )
|
|
{
|
|
if ( g_entities[ 0 ].inuse && g_entities[ 0 ].client )
|
|
{
|
|
Player *client;
|
|
|
|
client = ( Player * )g_entities[ 0 ].entity;
|
|
client->SetReverb( "Generic", 0.0f );
|
|
}
|
|
}
|
|
|
|
void SoundManager::ShowingSounds( Event * )
|
|
{
|
|
int i;
|
|
Entity * ent;
|
|
|
|
for( i = 1; i <= soundList.NumObjects(); i++ )
|
|
{
|
|
ent = soundList.ObjectAt( i );
|
|
|
|
if ( !ent )
|
|
continue;
|
|
|
|
if ( ent->isSubclassOf( TriggerSpeaker ) )
|
|
{
|
|
TriggerSpeaker * speaker;
|
|
|
|
speaker = ( TriggerSpeaker * )ent;
|
|
if ( current == ent )
|
|
{
|
|
if ( speaker->volume != DEFAULT_VOL )
|
|
G_DrawDebugNumber( speaker->origin + Vector( 0.0f, 0.0f, 10.0f ), speaker->volume, 0.5f, 0.0f, 1.0f, 0.0f, 2 );
|
|
if ( speaker->min_dist != DEFAULT_MIN_DIST )
|
|
G_DrawDebugNumber( speaker->origin + Vector( 0.0f, 0.0f, 20.0f ), speaker->min_dist, 0.5f, 0.0f, 0.0f, 1.0f, 0 );
|
|
|
|
// falloff circles
|
|
if ( speaker->min_dist != DEFAULT_VOL )
|
|
{
|
|
G_DebugCircle( speaker->origin, speaker->min_dist, 0.0f, 1.0f, 1.0f, 1.0f, true );
|
|
G_DebugCircle( speaker->origin, 2.0f * speaker->min_dist, 0.0f, 0.5f, 0.5f, 0.5f, true );
|
|
G_DebugCircle( speaker->origin, 4.0f * speaker->min_dist, 0.0f, 0.25f, 0.25f, 0.25f, true );
|
|
}
|
|
|
|
if ( speaker->isSubclassOf( RandomSpeaker ) )
|
|
{
|
|
RandomSpeaker * random;
|
|
|
|
G_DebugPyramid( speaker->origin, 24.0f, 1.0f, 1.0f, 0.5f, 1.0f );
|
|
random = ( RandomSpeaker * )ent;
|
|
|
|
G_DrawDebugNumber( random->origin + Vector( 0.0f, 0.0f, 30.0f ), random->mindelay, 0.5f, 0.25f, 0.0f, 1.0f, 1 );
|
|
G_DrawDebugNumber( random->origin + Vector( 0.0f, 0.0f, 38.0f ), random->maxdelay, 0.5f, 0.25f, 0.0f, 1.0f, 1 );
|
|
G_DrawDebugNumber( random->origin + Vector( 0.0f, 0.0f, 46.0f ), random->chance, 0.5f, 0.25f, 0.0f, 1.0f, 2 );
|
|
}
|
|
else
|
|
{
|
|
G_DebugPyramid( speaker->origin, 24.0f, 1.0f, 1.0f, 0.0f, 1.0f );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( speaker->isSubclassOf( RandomSpeaker ) )
|
|
{
|
|
G_DebugPyramid( speaker->origin, 24.0f, 1.0f, 0.0f, 1.0f, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
G_DebugPyramid( speaker->origin, 24.0f, 1.0f, 0.0f, 0.0f, 1.0f );
|
|
}
|
|
}
|
|
}
|
|
else if ( ent->isSubclassOf( TriggerMusic ) )
|
|
{
|
|
int facet;
|
|
TriggerMusic * music;
|
|
|
|
music = ( TriggerMusic * )ent;
|
|
|
|
if ( current == ent )
|
|
{
|
|
if ( music->oneshot )
|
|
G_DebugBBox( ent->origin, ent->mins, ent->maxs, 0.0f, 1.0f, 1.0f, 1.0f );
|
|
else
|
|
G_DebugBBox( ent->origin, ent->mins, ent->maxs, 1.0f, 1.0f, 0.0f, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
if ( music->oneshot )
|
|
G_DebugBBox( ent->origin, ent->mins, ent->maxs, 0.0f, 0.5f, 0.5f, 1.0f );
|
|
else
|
|
G_DebugBBox( ent->origin, ent->mins, ent->maxs, 1.0f, 0.0f, 0.0f, 1.0f );
|
|
}
|
|
|
|
if ( music->useTriggerDir )
|
|
{
|
|
Vector org;
|
|
|
|
org = ent->origin;
|
|
org[ 2 ] += 0.5f * ent->maxs[ 2 ];
|
|
|
|
G_DebugArrow( org, music->GetTriggerDir(), 48.0f, 0.5f, 1.0f, 1.0f, 1.0f );
|
|
}
|
|
facet = music->GetMultiFaceted();
|
|
if ( facet )
|
|
{
|
|
if ( current == ent )
|
|
{
|
|
G_DebugHighlightFacet( ent->origin, ent->mins, ent->maxs, ( facet_t )( ( ( facet - 1 ) << 1 ) + currentFacet ), 1.0f, 1.0f, 1.0f, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
G_DebugHighlightFacet( ent->origin, ent->mins, ent->maxs, ( facet_t )( ( ( facet - 1 ) << 1 ) + 0 ), 0.6f, 0.3f, 0.2f, 0.1f );
|
|
G_DebugHighlightFacet( ent->origin, ent->mins, ent->maxs, ( facet_t )( ( ( facet - 1 ) << 1 ) + 1 ), 0.6f, 0.3f, 0.2f, 0.1f );
|
|
}
|
|
}
|
|
}
|
|
else if ( ent->isSubclassOf( TriggerReverb ) )
|
|
{
|
|
int facet;
|
|
TriggerReverb *reverb;
|
|
|
|
reverb = ( TriggerReverb * )ent;
|
|
|
|
if ( current == ent )
|
|
{
|
|
if ( reverb->oneshot )
|
|
G_DebugBBox( ent->origin, ent->mins, ent->maxs, 0.5f, 0.5f, 1.0f, 1.0f );
|
|
else
|
|
G_DebugBBox( ent->origin, ent->mins, ent->maxs, 0.0f, 0.5f, 1.0f, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
if ( reverb->oneshot )
|
|
G_DebugBBox( ent->origin, ent->mins, ent->maxs, 0.5f, 0.0f, 1.0f, 1.0f );
|
|
else
|
|
G_DebugBBox( ent->origin, ent->mins, ent->maxs, 0.0f, 0.0f, 1.0f, 1.0f );
|
|
}
|
|
|
|
if ( reverb->useTriggerDir )
|
|
{
|
|
Vector org;
|
|
|
|
org = ent->origin;
|
|
org[ 2 ] += 0.5f * ent->maxs[ 2 ];
|
|
|
|
G_DebugArrow( org, reverb->GetTriggerDir(), 48.0f, 0.5f, 1.0f, 1.0f, 1.0f );
|
|
}
|
|
facet = reverb->GetMultiFaceted();
|
|
if ( facet )
|
|
{
|
|
if ( current == ent )
|
|
{
|
|
G_DebugHighlightFacet( ent->origin, ent->mins, ent->maxs, ( facet_t )( ( ( facet - 1 ) << 1 ) + currentFacet ), 1.0f, 1.0f, 1.0f, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
G_DebugHighlightFacet( ent->origin, ent->mins, ent->maxs, ( facet_t )( ( ( facet - 1 ) << 1 ) + 0 ), 0.3f, 0.3f, 0.6f, 0.1f );
|
|
G_DebugHighlightFacet( ent->origin, ent->mins, ent->maxs, ( facet_t )( ( ( facet - 1 ) << 1 ) + 1 ), 0.3f, 0.3f, 0.6f, 0.1f );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
PostEvent( EV_SoundManager_ShowingSounds, FRAMETIME );
|
|
}
|
|
|
|
void SoundManager::Show( void )
|
|
{
|
|
CurrentGainsFocus();
|
|
CancelEventsOfType( EV_SoundManager_ShowingSounds );
|
|
PostEvent( EV_SoundManager_ShowingSounds, FRAMETIME );
|
|
UpdateUI();
|
|
}
|
|
|
|
void SoundManager::Show( Event * )
|
|
{
|
|
Show();
|
|
}
|
|
|
|
void SoundManager::Hide( Event * )
|
|
{
|
|
CurrentLostFocus();
|
|
CancelEventsOfType( EV_SoundManager_ShowingSounds );
|
|
UpdateUI();
|
|
}
|
|
|
|
void SoundManager::Save( void )
|
|
{
|
|
Entity *ent;
|
|
str buf;
|
|
str filename;
|
|
int i;
|
|
|
|
// get the name of the sound file from the world
|
|
filename = "maps/";
|
|
filename += level.mapname;
|
|
for( i = filename.length() - 1; i >= 0; i-- )
|
|
{
|
|
if ( filename[ i ] == '.' )
|
|
{
|
|
filename[ i ] = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
filename += ".snd";
|
|
|
|
gi.Printf( "Saving soundmanager file to '%s'...\n", filename.c_str() );
|
|
|
|
buf = "";
|
|
buf += va( "//\n" );
|
|
buf += va( "// Sound Manager File \"%s\", %d Sound Entities.\n", filename.c_str(), soundList.NumObjects() );
|
|
buf += va( "//\n" );
|
|
|
|
//
|
|
// save out normal TriggerSpeakers
|
|
//
|
|
buf += va( "// TriggerSpeakers\n" );
|
|
for( i = 1; i <= soundList.NumObjects(); i++ )
|
|
{
|
|
TriggerSpeaker * speaker;
|
|
|
|
ent = soundList.ObjectAt( i );
|
|
if ( !ent->isSubclassOf( TriggerSpeaker ) || ent->isSubclassOf( RandomSpeaker ) )
|
|
continue;
|
|
|
|
speaker = ( TriggerSpeaker * )ent;
|
|
//
|
|
// start off the spawn command
|
|
//
|
|
buf += "spawn TriggerSpeaker";
|
|
//
|
|
// set the targetname
|
|
//
|
|
if ( ent->targetname != "" )
|
|
{
|
|
buf += va( " targetname %s", ent->targetname.c_str() );
|
|
}
|
|
//
|
|
// set the origin
|
|
//
|
|
buf += va( " origin \"%.2f %.2f %.2f\"", ent->origin.x, ent->origin.y, ent->origin.z );
|
|
//
|
|
// make the speaker ambient and on
|
|
//
|
|
buf += " spawnflags 1";
|
|
//
|
|
// set the volume
|
|
//
|
|
if ( speaker->volume != DEFAULT_VOL )
|
|
buf += va( " volume %.2f", speaker->volume );
|
|
//
|
|
// set the mindist
|
|
//
|
|
if ( speaker->min_dist != DEFAULT_MIN_DIST )
|
|
buf += va( " min_dist %.1f", speaker->min_dist );
|
|
//
|
|
// save the sound
|
|
//
|
|
buf += va( " sound \"%s\"", speaker->Noise().c_str() );
|
|
//
|
|
// make sure it gets re-added to the sound manager
|
|
//
|
|
buf += " _addtosoundmanager 0";
|
|
buf += va( "\n" );
|
|
}
|
|
//
|
|
// save out RandomSpeakers
|
|
//
|
|
buf += va( "// RandomSpeakers\n" );
|
|
for( i = 1; i <= soundList.NumObjects(); i++ )
|
|
{
|
|
RandomSpeaker * speaker;
|
|
|
|
ent = soundList.ObjectAt( i );
|
|
if ( !ent->isSubclassOf( TriggerSpeaker ) || !ent->isSubclassOf( RandomSpeaker ) )
|
|
continue;
|
|
|
|
speaker = ( RandomSpeaker * )ent;
|
|
//
|
|
// start off the spawn command
|
|
//
|
|
buf += "spawn RandomSpeaker";
|
|
//
|
|
// set the targetname
|
|
//
|
|
if ( ent->targetname != "" )
|
|
{
|
|
buf += va( " targetname %s", ent->targetname.c_str() );
|
|
}
|
|
//
|
|
// set the origin
|
|
//
|
|
buf += va( " origin \"%.2f %.2f %.2f\"", ent->origin.x, ent->origin.y, ent->origin.z );
|
|
//
|
|
// set the volume
|
|
//
|
|
if ( speaker->volume != DEFAULT_VOL )
|
|
buf += va( " volume %.2f", speaker->volume );
|
|
//
|
|
// set the mindist
|
|
//
|
|
if ( speaker->min_dist != DEFAULT_MIN_DIST )
|
|
buf += va( " min_dist %.1f", speaker->min_dist );
|
|
//
|
|
// set the channel
|
|
//
|
|
buf += va( " channel %d", speaker->channel );
|
|
//
|
|
// set the mindelay
|
|
//
|
|
buf += va( " mindelay %.2f", speaker->mindelay );
|
|
//
|
|
// set the maxdelay
|
|
//
|
|
buf += va( " maxdelay %.2f", speaker->maxdelay );
|
|
//
|
|
// set the chance
|
|
//
|
|
buf += va( " chance %.2f", speaker->chance );
|
|
//
|
|
// save the sound
|
|
//
|
|
buf += va( " sound \"%s\"", speaker->Noise().c_str() );
|
|
//
|
|
// make sure it gets re-added to the sound manager
|
|
//
|
|
buf += " _addtosoundmanager 0";
|
|
buf += va( "\n" );
|
|
}
|
|
//
|
|
// save out TriggerMusic
|
|
//
|
|
buf += va( "// TriggerMusics\n" );
|
|
for( i = 1; i <= soundList.NumObjects(); i++ )
|
|
{
|
|
TriggerMusic * music;
|
|
|
|
ent = soundList.ObjectAt( i );
|
|
if ( !ent->isSubclassOf( TriggerMusic ) )
|
|
continue;
|
|
|
|
music = ( TriggerMusic * )ent;
|
|
//
|
|
// start off the spawn command
|
|
//
|
|
buf += "spawn TriggerMusic";
|
|
//
|
|
// set the targetname
|
|
//
|
|
if ( ent->targetname != "" )
|
|
{
|
|
buf += va( " targetname %s", ent->targetname.c_str() );
|
|
}
|
|
//
|
|
// set the origin
|
|
//
|
|
buf += va( " origin \"%.2f %.2f %.2f\"", ent->origin.x, ent->origin.y, ent->origin.z );
|
|
//
|
|
// set the angle
|
|
//
|
|
if ( music->useTriggerDir )
|
|
{
|
|
buf += va( " angle %.1f", AngleMod( ent->angles.y ) );
|
|
}
|
|
//
|
|
// set the oneshot
|
|
//
|
|
if ( music->oneshot )
|
|
{
|
|
buf += " oneshot 0";
|
|
}
|
|
//
|
|
// set current
|
|
//
|
|
buf += va( " current %s", music->current.c_str() );
|
|
|
|
//
|
|
// set fallback
|
|
//
|
|
buf += va( " fallback %s", music->fallback.c_str() );
|
|
|
|
if ( music->GetMultiFaceted() )
|
|
{
|
|
//
|
|
// save out multi faceted
|
|
//
|
|
buf += va( " multifaceted %d", music->GetMultiFaceted() );
|
|
|
|
//
|
|
// set alt current
|
|
//
|
|
buf += va( " altcurrent %s", music->altcurrent.c_str() );
|
|
|
|
//
|
|
// set alt fallback
|
|
//
|
|
buf += va( " altfallback %s", music->altfallback.c_str() );
|
|
}
|
|
|
|
//
|
|
// set mins
|
|
//
|
|
buf += va( " _setmins \"%.2f %.2f %.2f\"", ent->mins.x, ent->mins.y, ent->mins.z );
|
|
|
|
//
|
|
// set maxs
|
|
//
|
|
buf += va( " _setmaxs \"%.2f %.2f %.2f\"", ent->maxs.x, ent->maxs.y, ent->maxs.z );
|
|
//
|
|
// make sure it gets re-added to the sound manager
|
|
//
|
|
buf += " _addtosoundmanager 0";
|
|
buf += va( "\n" );
|
|
}
|
|
|
|
//
|
|
// save out TriggerReverb
|
|
//
|
|
buf += va( "// TriggerReverbs\n" );
|
|
for( i = 1; i <= soundList.NumObjects(); i++ )
|
|
{
|
|
TriggerReverb * reverb;
|
|
|
|
ent = soundList.ObjectAt( i );
|
|
if ( !ent->isSubclassOf( TriggerReverb ) )
|
|
continue;
|
|
|
|
reverb = ( TriggerReverb * )ent;
|
|
//
|
|
// start off the spawn command
|
|
//
|
|
buf += "spawn TriggerReverb";
|
|
//
|
|
// set the targetname
|
|
//
|
|
if ( ent->targetname != "" )
|
|
{
|
|
buf += va( " targetname %s", ent->targetname.c_str() );
|
|
}
|
|
//
|
|
// set the origin
|
|
//
|
|
buf += va( " origin \"%.2f %.2f %.2f\"", ent->origin.x, ent->origin.y, ent->origin.z );
|
|
//
|
|
// set the angle
|
|
//
|
|
if ( reverb->useTriggerDir )
|
|
{
|
|
buf += va( " angle %.1f", AngleMod( ent->angles.y ) );
|
|
}
|
|
//
|
|
// set the oneshot
|
|
//
|
|
if ( reverb->oneshot )
|
|
{
|
|
buf += " oneshot 0";
|
|
}
|
|
//
|
|
// set reverb type
|
|
//
|
|
buf += va( " reverbtype %d", reverb->reverbtype );
|
|
|
|
//
|
|
// set reverb level
|
|
//
|
|
buf += va( " reverblevel %.2f", reverb->reverblevel );
|
|
|
|
if ( reverb->GetMultiFaceted() )
|
|
{
|
|
//
|
|
// save out multi faceted
|
|
//
|
|
buf += va( " multifaceted %d", reverb->GetMultiFaceted() );
|
|
|
|
//
|
|
// set alt reverb type
|
|
//
|
|
buf += va( " altreverbtype %d", reverb->altreverbtype );
|
|
|
|
//
|
|
// set alt reverb level
|
|
//
|
|
buf += va( " altreverblevel %.2f", reverb->altreverblevel );
|
|
}
|
|
|
|
//
|
|
// set mins
|
|
//
|
|
buf += va( " _setmins \"%.2f %.2f %.2f\"", ent->mins.x, ent->mins.y, ent->mins.z );
|
|
|
|
//
|
|
// set maxs
|
|
//
|
|
buf += va( " _setmaxs \"%.2f %.2f %.2f\"", ent->maxs.x, ent->maxs.y, ent->maxs.z );
|
|
//
|
|
// make sure it gets re-added to the sound manager
|
|
//
|
|
buf += " _addtosoundmanager 0";
|
|
buf += va( "\n" );
|
|
}
|
|
|
|
buf += "end\n";
|
|
|
|
gi.FS_WriteFile( filename.c_str(), buf.c_str(), buf.length() + 1 );
|
|
gi.Printf( "done.\n" );
|
|
}
|
|
|
|
void SoundManager::Save( Event * )
|
|
{
|
|
Save();
|
|
}
|
|
|
|
void SoundManager::Load( void )
|
|
{
|
|
str filename;
|
|
int i;
|
|
|
|
// get the name of the sound file from the world
|
|
filename = "maps/";
|
|
filename += level.mapname;
|
|
for( i = filename.length() - 1; i >= 0; i-- )
|
|
{
|
|
if ( filename[ i ] == '.' )
|
|
{
|
|
filename[ i ] = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
filename += ".snd";
|
|
|
|
// If there isn't a script with the same name as the map, then don't try to load script
|
|
if ( gi.FS_ReadFile( filename.c_str(), NULL, true ) != -1 )
|
|
{
|
|
Reset();
|
|
level.consoleThread->Parse( filename.c_str() );
|
|
}
|
|
}
|
|
|
|
void SoundManager::AddEntity( Entity * ent )
|
|
{
|
|
if ( ent )
|
|
{
|
|
soundList.AddUniqueObject( ent );
|
|
}
|
|
}
|