mirror of
https://github.com/nillerusr/source-engine.git
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163 lines
5.6 KiB
C
163 lines
5.6 KiB
C
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef SOUNDFLAGS_H
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#define SOUNDFLAGS_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// channels
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//-----------------------------------------------------------------------------
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enum
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{
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CHAN_REPLACE = -1,
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CHAN_AUTO = 0,
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CHAN_WEAPON = 1,
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CHAN_VOICE = 2,
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CHAN_ITEM = 3,
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CHAN_BODY = 4,
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CHAN_STREAM = 5, // allocate stream channel from the static or dynamic area
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CHAN_STATIC = 6, // allocate channel from the static area
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CHAN_VOICE2 = 7,
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CHAN_VOICE_BASE = 8, // allocate channel for network voice data
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CHAN_USER_BASE = (CHAN_VOICE_BASE+128) // Anything >= this number is allocated to game code.
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};
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//-----------------------------------------------------------------------------
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// common volume values
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//-----------------------------------------------------------------------------
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#define VOL_NORM 1.0f
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//-----------------------------------------------------------------------------
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// common attenuation values
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//-----------------------------------------------------------------------------
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#define ATTN_NONE 0.0f
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#define ATTN_NORM 0.8f
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#define ATTN_IDLE 2.0f
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#define ATTN_STATIC 1.25f
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#define ATTN_RICOCHET 1.5f
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// HL2 world is 8x bigger now! We want to hear gunfire from farther.
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// Don't change this without consulting Kelly or Wedge (sjb).
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#define ATTN_GUNFIRE 0.27f
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enum soundlevel_t
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{
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SNDLVL_NONE = 0,
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SNDLVL_20dB = 20, // rustling leaves
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SNDLVL_25dB = 25, // whispering
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SNDLVL_30dB = 30, // library
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SNDLVL_35dB = 35,
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SNDLVL_40dB = 40,
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SNDLVL_45dB = 45, // refrigerator
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SNDLVL_50dB = 50, // 3.9 // average home
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SNDLVL_55dB = 55, // 3.0
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SNDLVL_IDLE = 60, // 2.0
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SNDLVL_60dB = 60, // 2.0 // normal conversation, clothes dryer
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SNDLVL_65dB = 65, // 1.5 // washing machine, dishwasher
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SNDLVL_STATIC = 66, // 1.25
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SNDLVL_70dB = 70, // 1.0 // car, vacuum cleaner, mixer, electric sewing machine
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SNDLVL_NORM = 75,
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SNDLVL_75dB = 75, // 0.8 // busy traffic
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SNDLVL_80dB = 80, // 0.7 // mini-bike, alarm clock, noisy restaurant, office tabulator, outboard motor, passing snowmobile
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SNDLVL_TALKING = 80, // 0.7
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SNDLVL_85dB = 85, // 0.6 // average factory, electric shaver
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SNDLVL_90dB = 90, // 0.5 // screaming child, passing motorcycle, convertible ride on frw
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SNDLVL_95dB = 95,
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SNDLVL_100dB = 100, // 0.4 // subway train, diesel truck, woodworking shop, pneumatic drill, boiler shop, jackhammer
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SNDLVL_105dB = 105, // helicopter, power mower
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SNDLVL_110dB = 110, // snowmobile drvrs seat, inboard motorboat, sandblasting
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SNDLVL_120dB = 120, // auto horn, propeller aircraft
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SNDLVL_130dB = 130, // air raid siren
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SNDLVL_GUNFIRE = 140, // 0.27 // THRESHOLD OF PAIN, gunshot, jet engine
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SNDLVL_140dB = 140, // 0.2
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SNDLVL_150dB = 150, // 0.2
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SNDLVL_180dB = 180, // rocket launching
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// NOTE: Valid soundlevel_t values are 0-255.
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// 256-511 are reserved for sounds using goldsrc compatibility attenuation.
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SNDLVBL_MAX = 511
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};
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#define MAX_SNDLVL_BITS 9 // Used to encode 0-255 for regular soundlevel_t's and 256-511 for goldsrc-compatible ones.
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#define MIN_SNDLVL_VALUE 0
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#define MAX_SNDLVL_VALUE ((1<<MAX_SNDLVL_BITS)-1)
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#define ATTN_TO_SNDLVL( a ) (soundlevel_t)(int)((a) ? (50 + 20 / ((float)a)) : 0 )
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#define SNDLVL_TO_ATTN( a ) ((a > 50) ? (20.0f / (float)(a - 50)) : 4.0 )
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// This is a limit due to network encoding.
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// It encodes attenuation * 64 in 8 bits, so the maximum is (255 / 64)
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#define MAX_ATTENUATION 3.98f
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//-----------------------------------------------------------------------------
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// Flags to be or-ed together for the iFlags field
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//-----------------------------------------------------------------------------
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enum SoundFlags_t
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{
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SND_NOFLAGS = 0, // to keep the compiler happy
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SND_CHANGE_VOL = (1<<0), // change sound vol
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SND_CHANGE_PITCH = (1<<1), // change sound pitch
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SND_STOP = (1<<2), // stop the sound
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SND_SPAWNING = (1<<3), // we're spawning, used in some cases for ambients
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// not sent over net, only a param between dll and server.
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SND_DELAY = (1<<4), // sound has an initial delay
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SND_STOP_LOOPING = (1<<5), // stop all looping sounds on the entity.
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SND_SPEAKER = (1<<6), // being played again by a microphone through a speaker
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SND_SHOULDPAUSE = (1<<7), // this sound should be paused if the game is paused
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SND_IGNORE_PHONEMES = (1<<8),
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SND_IGNORE_NAME = (1<<9), // used to change all sounds emitted by an entity, regardless of scriptname
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SND_DO_NOT_OVERWRITE_EXISTING_ON_CHANNEL = (1<<10),
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};
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#define SND_FLAG_BITS_ENCODE 11
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#define MAX_SOUND_INDEX_BITS 14
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#define MAX_SOUNDS (1<<MAX_SOUND_INDEX_BITS)
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#if !defined( IN_XBOX_CODELINE )
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// +/-4096 msec
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#define MAX_SOUND_DELAY_MSEC_ENCODE_BITS (13)
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#else
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// +/-65536 msec, 64 seconds
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#define MAX_SOUND_DELAY_MSEC_ENCODE_BITS (17)
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#endif
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// Subtract one to leave room for the sign bit
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#define MAX_SOUND_DELAY_MSEC (1<<(MAX_SOUND_DELAY_MSEC_ENCODE_BITS-1)) // 4096 msec or about 4 seconds
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//-----------------------------------------------------------------------------
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// common pitch values
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//-----------------------------------------------------------------------------
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#define PITCH_NORM 100 // non-pitch shifted
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#define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high
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#define PITCH_HIGH 120
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#define DEFAULT_SOUND_PACKET_VOLUME 1.0f
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#define DEFAULT_SOUND_PACKET_PITCH 100
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#define DEFAULT_SOUND_PACKET_DELAY 0.0f
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#endif // SOUNDFLAGS_H
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