/* * Copyright (c) 2016-2020 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ .float maxspeed; .float flags; var hashtable g_hashsounds; typedef enumflags { SNDFL_LOOPING, /* forceloop */ SNDFL_NODUPS, /* don't random the samples */ SNDFL_GLOBAL, /* no attenuation */ SNDFL_NOREVERB, /* skip reverb */ SNDFL_OMNI, /* volume on all channels is equal */ SNDFL_PRIVATE, /* only play on target */ SNDFL_STEP, /* volume is calculated from entity speed */ SNDFL_FOLLOW, SNDFL_ALERTS /* this sounds alerts AI, takes distance into account */ } soundFlag_t; typedef struct { float dist_min; float dist_max; float offset; float pitch_min; float pitch_max; float shakes; float volume; soundFlag_t flags; int playc; int sample_count; string samples; string name; string distshader; } snd_t; typedef struct { string m_strSnd; float m_flLength; float m_flPitch; } sound_t; snd_t *g_sounds; int g_sounds_count; void Sound_Init(void); void Sound_Shutdown(void); void Sound_ParseField(int i, int a); int Sound_Parse(int i, string line, string shader); int Sound_Precache(string shader); void Sound_Play(entity target, int chan, string shader); void Sound_PlayAt(vector pos, string shader); #ifdef CLIENT void Sound_PlayLocal(string shader); void Sound_Update(entity target, int channel, int sample, float volume); #else void Sound_Speak(entity target, string shader); #endif