//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: // // $Workfile: AvHSoundListManager.cpp $ // $Date: 2002/11/22 21:28:17 $ // //------------------------------------------------------------------------------- // $Log: AvHSoundListManager.cpp,v $ // Revision 1.10 2002/11/22 21:28:17 Flayra // - mp_consistency changes // // Revision 1.9 2002/09/09 20:06:56 Flayra // - Added custom attention parameter // // Revision 1.8 2002/07/26 01:51:57 Flayra // - Linux support for FindFirst/FindNext // // Revision 1.7 2002/07/25 16:58:00 flayra // - Linux changes // // Revision 1.6 2002/07/01 21:48:10 Flayra // - Added debug code, added document headers // //=============================================================================== #include "mod/AvHSoundListManager.h" #include "extdll.h" #include "dlls/util.h" #include "cbase.h" #include "mod/AvHConstants.h" #include "util/STLUtil.h" #define kMaxNumberLists 200 AvHSoundListManager::AvHSoundListManager() { // Needed so strings are allocated and moved around after being precached this->mSoundList.resize(kMaxNumberLists); } bool AvHSoundListManager::BuildSoundList(const string& inDirName, CStringList& outList) { bool theSuccess = false; string theBaseDirectoryName = string(getModDirectory()) + string("/") + string(kSoundDirectory) + string("/"); string theFullDirName = inDirName; if(BuildFileList(theBaseDirectoryName, theFullDirName, "*.wav", outList)) { theSuccess = true; } return theSuccess; } void AvHSoundListManager::Clear() { this->mSoundList.clear(); } SoundListType::iterator AvHSoundListManager::GetSoundList(const string& inKey) { // TODO: lower case inDirName and save as theKey string theKey = inKey; // Check if we have a sound list with this name SoundListType::iterator theIterator; for(theIterator = this->mSoundList.begin(); theIterator != this->mSoundList.end(); theIterator++) { if(theIterator->first == theKey) { break; } } return theIterator; } bool AvHSoundListManager::PrecacheSoundList(const string& inDirName) { bool theReturnValue = false; // Check if we have a sound list with this name SoundListType::iterator theIter = this->GetSoundList(inDirName); // If so, return false if(theIter == this->mSoundList.end()) { // If not, read list of all sound files in this directory, add this to the list with theKey as a key CStringList theNewSoundList; if(this->BuildSoundList(inDirName, theNewSoundList)) { // Save entry this->mSoundList.push_back(make_pair(inDirName, theNewSoundList)); // NOW, precache each sound because it remembers the pointer, so it has to be the final version SoundListType::iterator theIter = this->GetSoundList(inDirName); ASSERT(theIter != this->mSoundList.end()); // Get number of entries CStringList& theList = theIter->second; int theNumEntries = theList.size(); for(int i = 0; i < theNumEntries; i++) { CString& theSoundToPrecache = theIter->second[i]; int iString = ALLOC_STRING((char*)theSoundToPrecache);//voogru: We cant do "(char*)theSoundToPrecache" directly cause it causes some wierd problems. PRECACHE_UNMODIFIED_SOUND((char*)STRING(iString)); // Success theReturnValue = true; } } else { int a = 0; } } return theReturnValue; } bool AvHSoundListManager::PlaySoundInList(const string& inDirName, CBaseEntity* inEntity, int inChannel, float inVolume, float inAttenuation) { bool theReturnValue = false; // Check if we have a sound list with this name SoundListType::iterator theIter = this->GetSoundList(inDirName); // If not, return false if(theIter != this->mSoundList.end()) { // Get number of entries CStringList& theList = theIter->second; int theNumEntries = theList.size(); if(theNumEntries > 0) { // Pick one at random int theOneToPlay = RANDOM_LONG(0, theNumEntries - 1); // Play it! CString& theSoundToPlay = theIter->second[theOneToPlay]; char* theCStrToPlay = (char*)theSoundToPlay; if(theCStrToPlay) { //UTIL_LogPrintf("AvHSoundListManager::Playing sound: %s\n", theCStrToPlay); EMIT_SOUND(ENT(inEntity->pev), inChannel, theCStrToPlay, inVolume, inAttenuation); //int theRandomChannel = RANDOM_LONG(0, 6); //EMIT_SOUND_DYN(ENT(inEntity->pev), , (char*)theSoundToPlay, 1.0, ATTN_NORM, 0, 95); theReturnValue = true; } else { int a = 0; } } } return theReturnValue; }