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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef SOUNDSCAPE_SYSTEM_H
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#define SOUNDSCAPE_SYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "stringregistry.h"
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#include "tier1/utlstring.h"
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class CEnvSoundscape;
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struct clusterSoundscapeList_t
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{
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unsigned short soundscapeCount;
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unsigned short firstSoundscape;
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};
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class CSoundscapeSystem : public CAutoGameSystemPerFrame
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{
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public:
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CSoundscapeSystem( char const *name ) : CAutoGameSystemPerFrame( name )
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{
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}
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// game system
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virtual bool Init( void );
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virtual void Shutdown( void );
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virtual void FrameUpdatePostEntityThink( void );
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virtual void LevelInitPreEntity( void );
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virtual void LevelInitPostEntity();
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virtual void AddSoundscapeFile( const char *filename );
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int GetSoundscapeIndex( const char *pName );
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bool IsValidIndex( int index );
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void FlushSoundscapes( void );
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void AddSoundscapeEntity( CEnvSoundscape *pSoundscape );
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void RemoveSoundscapeEntity( CEnvSoundscape *pSoundscape );
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void PrintDebugInfo( void );
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void AddSoundscapeSounds( KeyValues *pSoundscape, int soundscapeIndex );
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void PrecacheSounds( int soundscapeIndex );
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private:
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CStringRegistry m_soundscapes;
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int m_soundscapeCount;
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CUtlVector< CEnvSoundscape * > m_soundscapeEntities;
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CUtlVector<clusterSoundscapeList_t> m_soundscapesInCluster;
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CUtlVector<unsigned short> m_soundscapeIndexList;
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int m_activeIndex;
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CUtlVector< CUtlVector< CUtlString > > m_soundscapeSounds;
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};
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extern CSoundscapeSystem g_SoundscapeSystem;
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#endif // SOUNDSCAPE_SYSTEM_H
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