nuclide/src/gs-entbase/client/env_soundscape.qc

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* 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.
*/
/*QUAKED env_soundscape (0 1 0.3) (-8 -8 -8) (8 8 8)
Client-side environmental soundscape modifier.
-------- KEYS --------
"radius" : Radius in units.
"shader" : Sound shader to play.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/
var int autocvar_dsp_soundscapes = TRUE;
int g_scapes;
class env_soundscape:NSEntity
{
public:
void env_soundscape(void);
virtual void Respawn(void);
virtual void SpawnKey(string,string);
private:
int m_iID;
int m_iShader;
int m_iRadius;
float m_flVolume;
};
env_soundscape g_entSoundScape;
env_soundscape g_entOldScape;
env_soundscape g_ambientsound;
void
env_soundscape::SpawnKey(string strField, string strKey)
{
switch (strField) {
case "shader":
m_iShader = Sound_Precache(strKey);
if (m_iShader == -1) {
Destroy();
}
break;
case "radius":
m_iRadius = stoi(strKey);
break;
default:
super::SpawnKey(strField, strKey);
}
}
void
env_soundscape::Respawn(void)
{
SetSize([0,0,0], [0,0,0]);
SetOrigin(GetSpawnOrigin());
}
void
env_soundscape::env_soundscape(void)
{
g_scapes+=1;
m_iID = g_scapes;
m_iRadius = 1024;
isCSQC = true;
}
void
DSP_ResetSoundscape(void)
{
g_entSoundScape = __NULL__;
}
void
DSP_UpdateSoundscape(void)
{
vector vecPlayer;
if (autocvar_dsp_soundscapes == FALSE) {
return;
}
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
vecPlayer = pSeat->m_vecPredictedOrigin;
g_entSoundScape = __NULL__;
float bestdist = 999999;
for (entity e = world; (e = find(e, classname, "env_soundscape"));) {
env_soundscape scape = (env_soundscape)e;
other = world;
traceline(scape.origin, vecPlayer, MOVE_OTHERONLY, scape);
if (trace_fraction < 1.0f) {
continue;
}
float dist = vlen(e.origin - vecPlayer);
if (dist > scape.m_iRadius) {
continue;
}
if (dist > bestdist) {
continue;
}
bestdist = dist;
g_entSoundScape = scape;
}
/* fix? */
if (g_entOldScape != __NULL__) {
/* if the shader isn't any different... don't bother changing it? */
if (g_entOldScape.m_iShader == g_entSoundScape.m_iShader) {
g_entSoundScape = g_entOldScape;
}
}
g_entOldScape = g_entSoundScape;
float newvol;
for (entity e = world; (e = find(e, classname, "env_soundscape"));) {
env_soundscape t = (env_soundscape)e;
if (g_ambientsound) {
if (e == g_ambientsound) {
continue;
}
}
if (t != g_entSoundScape) {
newvol = bound(0, t.m_flVolume - clframetime, 1.0);
} else {
newvol = bound(0, t.m_flVolume + clframetime, 1.0);
}
if (newvol != t.m_flVolume) {
t.m_flVolume = newvol;
Sound_Update(world, 10 + t.m_iID, t.m_iShader, t.m_flVolume);
}
}
/* is a default ambientsound set in worldspawn? */
if (!g_ambientsound) {
return;
}
/* is no soundscape active? increase the default volume */
if (g_entSoundScape == __NULL__) {
newvol = bound(0, g_ambientsound.m_flVolume + clframetime, 1.0);
} else{
newvol = bound(0, g_ambientsound.m_flVolume - clframetime, 1.0);
}
/* only call sound update when the volume changes. this works around a bug in the engine */
if (newvol != g_ambientsound.m_flVolume) {
g_ambientsound.m_flVolume = newvol;
Sound_Update(world, 10, g_ambientsound.m_iShader, g_ambientsound.m_flVolume);
}
}