186 lines
4.2 KiB
Plaintext
186 lines
4.2 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED random_speaker (1 0 0) (-8 -8 -8) (8 8 8)
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# OVERVIEW
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This entity plays a .wav file at random intervals.
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# KEYS
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- "targetname" : Name
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- "target" : Target when triggered
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- "killtarget" : Target to kill when triggered
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- "rsnoise" : Path to the sound file.
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- "volume" : Volume to play the sound as (normalized, 0.0 - 1.0).
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- "wait" : Minimum time for sound repetition in %.
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- "random" : Random % of this added to wait.
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# NOTES
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To explain the math behind it:
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The 'wait' key specifies the minimum time it waits to play itself again,
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however we always add a bit of a random interval on top.
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The random interval is a set percentage of the specified 'wait' time.
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For example, if 'wait' is 10 and 'random' is 50, then it'll always be
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a random interval between 10 and 15 seconds in total.
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# TRIVIA
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It was introduced in Gunman Chronicles (2000).
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*/
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class
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random_speaker:NSPointTrigger
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{
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public:
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void random_speaker(void);
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/* overrides */
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virtual void Save(float);
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virtual void Restore(string,string);
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virtual void SpawnKey(string,string);
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virtual void Respawn(void);
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virtual void Trigger(entity, triggermode_t);
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nonvirtual void PlaySample(void);
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nonvirtual void Enable(void);
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nonvirtual void Disable(void);
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private:
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string m_strSample;
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float m_flVolume;
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float m_flMinPos;
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float m_flRandPercent;
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};
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void
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random_speaker::random_speaker(void)
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{
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m_strSample = __NULL__;
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m_flVolume = 1.0f;
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m_flMinPos = 0.0f;
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m_flRandPercent = 0.0f;
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}
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void
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random_speaker::Save(float handle)
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{
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super::Save(handle);
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SaveString(handle, "m_strSample", m_strSample);
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SaveFloat(handle, "m_flVolume", m_flVolume);
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SaveFloat(handle, "m_flMinPos", m_flMinPos);
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SaveFloat(handle, "m_flRandPercent", m_flRandPercent);
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}
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void
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random_speaker::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_strSample":
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m_strSample = ReadString(strValue);
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break;
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case "m_flVolume":
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m_flVolume = ReadFloat(strValue);
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break;
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case "m_flMinPos":
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m_flMinPos = ReadFloat(strValue);
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break;
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case "m_flRandPercent":
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m_flRandPercent = ReadFloat(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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random_speaker::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "rsnoise":
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m_strSample = strValue;
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break;
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case "volume":
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m_flVolume = stof(strValue);
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break;
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case "wait":
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m_flMinPos = stof(strValue);
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break;
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case "random":
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m_flRandPercent = stof(strValue);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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random_speaker::Respawn(void)
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{
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Disable();
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}
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void
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random_speaker::Trigger(entity act, triggermode_t state)
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{
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if (GetMaster(act) == FALSE)
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return;
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switch (state) {
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case TRIG_OFF:
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Disable();
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break;
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case TRIG_ON:
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Enable();
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break;
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default:
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if (m_iValue)
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Trigger(act, TRIG_OFF);
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else
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Trigger(act, TRIG_ON);
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}
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}
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void
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random_speaker::PlaySample(void)
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{
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sound(this, CHAN_VOICE, m_strSample, m_flVolume, ATTN_NONE);
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/* cue the next time we're playing this sample */
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Enable();
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}
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void
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random_speaker::Enable(void)
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{
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float r;
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m_iValue = 1;
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/* at least wait this amount */
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r = m_flMinPos;
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/* then take the specified percentage of 'wait', by random and add it */
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r += (m_flMinPos * (m_flRandPercent / 100)) * random();
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ScheduleThink(PlaySample, r);
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EntLog("%s playing %s in %d\n", targetname, m_strSample, r);
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}
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void
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random_speaker::Disable(void)
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{
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EntLog("Disabled %s playing %s\n", targetname, m_strSample);
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m_iValue = 0;
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ReleaseThink();
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}
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