mirror of
https://github.com/nillerusr/source-engine.git
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459 lines
13 KiB
C++
459 lines
13 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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//=============================================================================//
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#include "cbase.h"
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#include "soundscape_system.h"
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#include "soundscape.h"
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#include "KeyValues.h"
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#include "filesystem.h"
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#include "game.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SOUNDSCAPE_MANIFEST_FILE "scripts/soundscapes_manifest.txt"
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CON_COMMAND(soundscape_flush, "Flushes the server & client side soundscapes")
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{
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CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
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if ( engine->IsDedicatedServer() )
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{
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// If it's a dedicated server, only the server console can run this.
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if ( pPlayer )
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return;
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}
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else
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{
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// If it's a listen server, only the listen server host can run this.
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if ( !pPlayer || pPlayer != UTIL_GetListenServerHost() )
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return;
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}
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g_SoundscapeSystem.FlushSoundscapes(); // don't bother forgetting about the entities
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g_SoundscapeSystem.Init();
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if ( engine->IsDedicatedServer() )
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{
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// If the ds console typed it, send it to everyone.
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pSendToPlayer = UTIL_PlayerByIndex( i );
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if ( pSendToPlayer )
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engine->ClientCommand( pSendToPlayer->edict(), "cl_soundscape_flush\n" );
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}
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}
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else
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{
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engine->ClientCommand( pPlayer->edict(), "cl_soundscape_flush\n" );
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}
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}
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CSoundscapeSystem g_SoundscapeSystem( "CSoundscapeSystem" );
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extern ConVar soundscape_debug;
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void CSoundscapeSystem::AddSoundscapeFile( const char *filename )
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{
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MEM_ALLOC_CREDIT();
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// Open the soundscape data file, and abort if we can't
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KeyValues *pKeyValuesData = new KeyValues( filename );
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if ( pKeyValuesData->LoadFromFile( filesystem, filename, "GAME" ) )
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{
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// parse out all of the top level sections and save their names
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KeyValues *pKeys = pKeyValuesData;
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while ( pKeys )
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{
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if ( pKeys->GetFirstSubKey() )
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{
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if ( g_pDeveloper->GetBool() )
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{
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if ( strstr( pKeys->GetName(), "{" ) )
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{
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Msg("Error parsing soundscape file %s after %s\n", filename, m_soundscapeCount>0 ?m_soundscapes.GetStringText( m_soundscapeCount-1 ) : "FIRST" );
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}
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}
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m_soundscapes.AddString( pKeys->GetName(), m_soundscapeCount );
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if ( IsX360() )
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{
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AddSoundscapeSounds( pKeys, m_soundscapeCount );
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}
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m_soundscapeCount++;
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}
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pKeys = pKeys->GetNextKey();
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}
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}
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pKeyValuesData->deleteThis();
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}
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CON_COMMAND_F( sv_soundscape_printdebuginfo, "print soundscapes", FCVAR_DEVELOPMENTONLY )
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{
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if ( !UTIL_IsCommandIssuedByServerAdmin() )
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return;
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g_SoundscapeSystem.PrintDebugInfo();
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}
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void CSoundscapeSystem::PrintDebugInfo()
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{
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Msg( "\n------- SERVER SOUNDSCAPES -------\n" );
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for ( int key=m_soundscapes.First(); key != m_soundscapes.InvalidIndex(); key = m_soundscapes.Next( key ) )
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{
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int id = m_soundscapes.GetIDForKey( key );
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const char *pName = m_soundscapes.GetStringForKey( key );
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Msg( "- %d: %s\n", id, pName );
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}
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Msg( "-------- SOUNDSCAPE ENTITIES -----\n" );
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for( int entityIndex = 0; entityIndex < m_soundscapeEntities.Size(); ++entityIndex )
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{
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CEnvSoundscape *currentSoundscape = m_soundscapeEntities[entityIndex];
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Msg("- %d: %s x:%.4f y:%.4f z:%.4f\n",
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entityIndex,
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STRING(currentSoundscape->GetSoundscapeName()),
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currentSoundscape->GetAbsOrigin().x,
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currentSoundscape->GetAbsOrigin().y,
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currentSoundscape->GetAbsOrigin().z
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);
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}
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Msg( "----------------------------------\n\n" );
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}
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bool CSoundscapeSystem::Init()
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{
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m_soundscapeCount = 0;
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const char *mapname = STRING( gpGlobals->mapname );
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const char *mapSoundscapeFilename = NULL;
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if ( mapname && *mapname )
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{
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mapSoundscapeFilename = UTIL_VarArgs( "scripts/soundscapes_%s.txt", mapname );
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}
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KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE );
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if( manifest->LoadFromFile( filesystem, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) )
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{
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for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
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{
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if ( !Q_stricmp( sub->GetName(), "file" ) )
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{
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// Add
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AddSoundscapeFile( sub->GetString() );
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if ( mapSoundscapeFilename && FStrEq( sub->GetString(), mapSoundscapeFilename ) )
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{
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mapSoundscapeFilename = NULL; // we've already loaded the map's soundscape
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}
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continue;
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}
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Warning( "CSoundscapeSystem::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n",
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SOUNDSCAPE_MANIFEST_FILE, sub->GetName() );
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}
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if ( mapSoundscapeFilename && filesystem->FileExists( mapSoundscapeFilename ) )
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{
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AddSoundscapeFile( mapSoundscapeFilename );
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}
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}
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else
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{
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Error( "Unable to load manifest file '%s'\n", SOUNDSCAPE_MANIFEST_FILE );
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}
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manifest->deleteThis();
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m_activeIndex = 0;
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return true;
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}
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void CSoundscapeSystem::FlushSoundscapes( void )
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{
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m_soundscapeCount = 0;
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m_soundscapes.ClearStrings();
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}
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void CSoundscapeSystem::Shutdown()
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{
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FlushSoundscapes();
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m_soundscapeEntities.RemoveAll();
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m_activeIndex = 0;
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if ( IsX360() )
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{
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m_soundscapeSounds.Purge();
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}
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}
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void CSoundscapeSystem::LevelInitPreEntity()
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{
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g_SoundscapeSystem.Shutdown();
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g_SoundscapeSystem.Init();
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}
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void CSoundscapeSystem::LevelInitPostEntity()
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{
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if ( IsX360() )
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{
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m_soundscapeSounds.Purge();
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}
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CUtlVector<bbox_t> clusterbounds;
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int clusterCount = engine->GetClusterCount();
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clusterbounds.SetCount( clusterCount );
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engine->GetAllClusterBounds( clusterbounds.Base(), clusterCount );
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m_soundscapesInCluster.SetCount(clusterCount);
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for ( int i = 0; i < clusterCount; i++ )
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{
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m_soundscapesInCluster[i].soundscapeCount = 0;
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m_soundscapesInCluster[i].firstSoundscape = 0;
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}
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unsigned char myPVS[16 * 1024];
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CUtlVector<short> clusterIndexList;
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CUtlVector<short> soundscapeIndexList;
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// find the clusters visible from each soundscape
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// add this soundscape to the list of soundscapes for that cluster, clip cluster bounds to radius
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for ( int i = 0; i < m_soundscapeEntities.Count(); i++ )
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{
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Vector position = m_soundscapeEntities[i]->GetAbsOrigin();
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float radius = m_soundscapeEntities[i]->m_flRadius;
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float radiusSq = radius * radius;
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engine->GetPVSForCluster( engine->GetClusterForOrigin( position ), sizeof( myPVS ), myPVS );
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for ( int j = 0; j < clusterCount; j++ )
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{
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if ( myPVS[ j >> 3 ] & (1<<(j&7)) )
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{
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float distSq = CalcSqrDistanceToAABB( clusterbounds[j].mins, clusterbounds[j].maxs, position );
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if ( distSq < radiusSq || radius < 0 )
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{
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m_soundscapesInCluster[j].soundscapeCount++;
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clusterIndexList.AddToTail(j);
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// UNDONE: Technically you just need a soundscape index and a count for this list.
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soundscapeIndexList.AddToTail(i);
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}
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}
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}
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}
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// basically this part is like a radix sort
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// this is how many entries we need in the soundscape index list
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m_soundscapeIndexList.SetCount(soundscapeIndexList.Count());
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// now compute the starting index of each cluster
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int firstSoundscape = 0;
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for ( int i = 0; i < clusterCount; i++ )
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{
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m_soundscapesInCluster[i].firstSoundscape = firstSoundscape;
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firstSoundscape += m_soundscapesInCluster[i].soundscapeCount;
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m_soundscapesInCluster[i].soundscapeCount = 0;
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}
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// now add each soundscape index to the appropriate cluster's list
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// The resulting list is precomputing all soundscapes that need to be checked for a player
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// in each cluster. This is used to accelerate the per-frame operations
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for ( int i = 0; i < soundscapeIndexList.Count(); i++ )
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{
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int cluster = clusterIndexList[i];
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int outIndex = m_soundscapesInCluster[cluster].soundscapeCount + m_soundscapesInCluster[cluster].firstSoundscape;
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m_soundscapesInCluster[cluster].soundscapeCount++;
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m_soundscapeIndexList[outIndex] = soundscapeIndexList[i];
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}
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}
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int CSoundscapeSystem::GetSoundscapeIndex( const char *pName )
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{
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return m_soundscapes.GetStringID( pName );
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}
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bool CSoundscapeSystem::IsValidIndex( int index )
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{
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if ( index >= 0 && index < m_soundscapeCount )
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return true;
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return false;
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}
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void CSoundscapeSystem::AddSoundscapeEntity( CEnvSoundscape *pSoundscape )
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{
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if ( m_soundscapeEntities.Find( pSoundscape ) == -1 )
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{
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int index = m_soundscapeEntities.AddToTail( pSoundscape );
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pSoundscape->m_soundscapeEntityId = index + 1;
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}
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}
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void CSoundscapeSystem::RemoveSoundscapeEntity( CEnvSoundscape *pSoundscape )
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{
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m_soundscapeEntities.FindAndRemove( pSoundscape );
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pSoundscape->m_soundscapeEntityId = -1;
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}
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void CSoundscapeSystem::FrameUpdatePostEntityThink()
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{
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int total = m_soundscapeEntities.Count();
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if ( total > 0 )
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{
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int traceCount = 0;
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int playerCount = 0;
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// budget tuned for TF. Do a max of 20 traces. That's going to happen anyway because a bunch of the maps
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// use radius -1 for all soundscapes. So to trace one player you'll often need that many and this code must
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// always trace one player's soundscapes.
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// If the map has been optimized, then allow more players to update per frame.
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int maxPlayers = gpGlobals->maxClients / 2;
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// maxPlayers has to be at least 1
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maxPlayers = MAX( 1, maxPlayers );
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int maxTraces = 20;
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if ( soundscape_debug.GetBool() )
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{
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maxTraces = 9999;
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maxPlayers = MAX_PLAYERS;
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}
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// load balance across server ticks a bit by limiting the numbers of players (get cluster for origin)
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// and traces processed in a single tick. In single player this will update the player every tick
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// because it always does at least one player's full load of work
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for ( int i = 0; i < gpGlobals->maxClients && traceCount <= maxTraces && playerCount <= maxPlayers; i++ )
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{
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m_activeIndex = (m_activeIndex+1) % gpGlobals->maxClients;
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( m_activeIndex + 1 );
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if ( pPlayer && pPlayer->IsNetClient() )
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{
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// check to see if this is the sound entity that is
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// currently affecting this player
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audioparams_t &audio = pPlayer->GetAudioParams();
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// if we got this far, we're looking at an entity that is contending
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// for current player sound. the closest entity to player wins.
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CEnvSoundscape *pCurrent = (CEnvSoundscape *)( audio.ent.Get() );
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if ( pCurrent )
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{
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int nEntIndex = pCurrent->m_soundscapeEntityId - 1;
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NOTE_UNUSED( nEntIndex );
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Assert( m_soundscapeEntities[nEntIndex] == pCurrent );
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}
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ss_update_t update;
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update.pPlayer = pPlayer;
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update.pCurrentSoundscape = pCurrent;
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update.playerPosition = pPlayer->EarPosition();
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update.bInRange = false;
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update.currentDistance = 0;
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update.traceCount = 0;
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if ( pCurrent )
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{
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pCurrent->UpdateForPlayer(update);
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}
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int clusterIndex = engine->GetClusterForOrigin( update.playerPosition );
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if ( clusterIndex >= 0 && clusterIndex < m_soundscapesInCluster.Count() )
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{
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// find all soundscapes that could possibly attach to this player and update them
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for ( int j = 0; j < m_soundscapesInCluster[clusterIndex].soundscapeCount; j++ )
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{
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int ssIndex = m_soundscapeIndexList[m_soundscapesInCluster[clusterIndex].firstSoundscape + j];
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if ( m_soundscapeEntities[ssIndex] == update.pCurrentSoundscape )
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continue;
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m_soundscapeEntities[ssIndex]->UpdateForPlayer( update );
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}
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}
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playerCount++;
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traceCount += update.traceCount;
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}
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}
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}
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}
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void CSoundscapeSystem::AddSoundscapeSounds( KeyValues *pSoundscape, int soundscapeIndex )
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{
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if ( !IsX360() )
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{
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return;
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}
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int i = m_soundscapeSounds.AddToTail();
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Assert( i == soundscapeIndex );
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KeyValues *pKey = pSoundscape->GetFirstSubKey();
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while ( pKey )
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{
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if ( !Q_strcasecmp( pKey->GetName(), "playlooping" ) )
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{
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KeyValues *pAmbientKey = pKey->GetFirstSubKey();
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while ( pAmbientKey )
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{
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if ( !Q_strcasecmp( pAmbientKey->GetName(), "wave" ) )
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{
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char const *pSoundName = pAmbientKey->GetString();
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m_soundscapeSounds[i].AddToTail( pSoundName );
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}
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pAmbientKey = pAmbientKey->GetNextKey();
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}
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}
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else if ( !Q_strcasecmp( pKey->GetName(), "playrandom" ) )
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{
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KeyValues *pRandomKey = pKey->GetFirstSubKey();
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while ( pRandomKey )
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{
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if ( !Q_strcasecmp( pRandomKey->GetName(), "rndwave" ) )
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{
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KeyValues *pRndWaveKey = pRandomKey->GetFirstSubKey();
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while ( pRndWaveKey )
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{
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if ( !Q_strcasecmp( pRndWaveKey->GetName(), "wave" ) )
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{
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char const *pSoundName = pRndWaveKey->GetString();
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m_soundscapeSounds[i].AddToTail( pSoundName );
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}
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pRndWaveKey = pRndWaveKey->GetNextKey();
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}
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}
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pRandomKey = pRandomKey->GetNextKey();
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}
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}
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else if ( !Q_strcasecmp( pKey->GetName(), "playsoundscape" ) )
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{
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KeyValues *pPlayKey = pKey->GetFirstSubKey();
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while ( pPlayKey )
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{
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if ( !Q_strcasecmp( pPlayKey->GetName(), "name" ) )
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{
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char const *pSoundName = pPlayKey->GetString();
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m_soundscapeSounds[i].AddToTail( pSoundName );
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}
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pPlayKey = pPlayKey->GetNextKey();
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}
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}
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pKey = pKey->GetNextKey();
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}
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}
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void CSoundscapeSystem::PrecacheSounds( int soundscapeIndex )
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{
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if ( !IsX360() )
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{
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return;
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}
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if ( !IsValidIndex( soundscapeIndex ) )
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{
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return;
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}
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int count = m_soundscapeSounds[soundscapeIndex].Count();
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for ( int i=0; i<count; i++ )
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{
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const char *pSound = m_soundscapeSounds[soundscapeIndex][i];
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if ( Q_stristr( pSound, ".wav" ) )
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{
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CBaseEntity::PrecacheSound( pSound );
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}
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else
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{
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// recurse into new soundscape
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PrecacheSounds( GetSoundscapeIndex( pSound ) );
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}
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}
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}
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