コード例 #1
0
void CAI_Senses::Listen( void )
{
	m_iAudibleList = SOUNDLIST_EMPTY; 

	int iSoundMask = GetOuter()->GetSoundInterests();
	
	if ( iSoundMask != SOUND_NONE && !(GetOuter()->HasSpawnFlags(SF_NPC_WAIT_TILL_SEEN)) )
	{
		int	iSound = CSoundEnt::ActiveList();
		
		while ( iSound != SOUNDLIST_EMPTY )
		{
			CSound *pCurrentSound = CSoundEnt::SoundPointerForIndex( iSound );

			if ( pCurrentSound	&& (iSoundMask & pCurrentSound->SoundType()) && CanHearSound( pCurrentSound ) )
			{
	 			// the npc cares about this sound, and it's close enough to hear.
				pCurrentSound->m_iNextAudible = m_iAudibleList;
				m_iAudibleList = iSound;
			}

			iSound = pCurrentSound->NextSound();
		}
	}
	
	GetOuter()->OnListened();
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Purpose: Listens for sounds and updates the value of the SoundLevel output.
//-----------------------------------------------------------------------------
void CEnvMicrophone::Think(void)
{
	int nSound = CSoundEnt::ActiveList();
	bool fHearSound = false;

	float flMaxVolume = 0;
	
	//
	// Find the loudest sound that this microphone cares about.
	//
	while (nSound != SOUNDLIST_EMPTY)
	{
		CSound *pCurrentSound = CSoundEnt::SoundPointerForIndex(nSound);

		if (pCurrentSound)
		{
			if (m_nSoundMask & pCurrentSound->SoundType())
			{
				float flVolume = 0;
				if (CanHearSound(pCurrentSound, flVolume) && (flVolume > flMaxVolume))
				{
					flMaxVolume = flVolume;
					fHearSound = true;
				}
			}
		}

		nSound = pCurrentSound->NextSound();
	}

	if( fHearSound )
	{
		m_OnHeardSound.FireOutput( this, this );
	}

	if (flMaxVolume != m_SoundLevel.Get())
	{
		//
		// Don't smooth if we are within an epsilon. This allows the output to stop firing
		// much more quickly.
		//
		if (fabs(flMaxVolume - m_SoundLevel.Get()) < MICROPHONE_SETTLE_EPSILON)
		{
			m_SoundLevel.Set(flMaxVolume, this, this);
		}
		else
		{
			m_SoundLevel.Set(flMaxVolume * (1 - m_flSmoothFactor) + m_SoundLevel.Get() * m_flSmoothFactor, this, this);
		}
	}

	SetNextThink( gpGlobals->curtime + 0.1f );
}
コード例 #3
0
//-----------------------------------------------------------------------------
// Purpose: Hook for the sound system to tell us when a sound's been played
//-----------------------------------------------------------------------------
MicrophoneResult_t CEnvMicrophone::SoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel, float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins )
{
	if ( m_bAvoidFeedback )
		return MicrophoneResult_Ok;

	// Don't hear sounds that have already been heard by a microphone to avoid feedback!
	if ( iFlags & SND_SPEAKER )
		return MicrophoneResult_Ok;

#ifdef DEBUG_MICROPHONE
	Msg("%s heard %s: ", STRING(GetEntityName()), soundname );
#endif

	if ( !CanHearSound( entindex, soundlevel, flVolume, pOrigin ) )
		return MicrophoneResult_Ok;

	// We've heard it. Play it out our speaker. If our speaker's gone away, we're done.
	if ( !m_hSpeaker )
	{
		// First time, find our speaker. Done here, because finding it in Activate() wouldn't
		// find players, and we need to be able to specify !player for a speaker.
		if ( m_iszSpeakerName != NULL_STRING )
		{
			m_hSpeaker = gEntList.FindEntityByName(NULL, STRING(m_iszSpeakerName) );

			if ( !m_hSpeaker )
			{
				Warning( "EnvMicrophone %s specifies a non-existent speaker name: %s\n", STRING(GetEntityName()), STRING(m_iszSpeakerName) );
				m_iszSpeakerName = NULL_STRING;
			}
		}

		if ( !m_hSpeaker )
		{
			return MicrophoneResult_Remove;
		}
	}

	m_bAvoidFeedback = true;

	// Add the speaker flag. Detected at playback and applies the speaker filter.
	iFlags |= SND_SPEAKER;
	CPASAttenuationFilter filter( m_hSpeaker );

	EmitSound_t ep;
	ep.m_nChannel = CHAN_STATIC;
	ep.m_pSoundName = soundname;
	ep.m_flVolume = flVolume;
	ep.m_SoundLevel = soundlevel;
	ep.m_nFlags = iFlags;
	ep.m_nPitch = iPitch;
	ep.m_pOrigin = &m_hSpeaker->GetAbsOrigin();
	ep.m_flSoundTime = soundtime;
	ep.m_nSpeakerEntity = entindex;

	CBaseEntity::EmitSound( filter, m_hSpeaker->entindex(), ep );

	Q_strncpy( m_szLastSound, soundname, sizeof(m_szLastSound) );
	m_OnRoutedSound.FireOutput( this, this, 0 );

	m_bAvoidFeedback = false;

	// Copy emitted origin to soundorigins array
	for ( int i = 0; i < ep.m_UtlVecSoundOrigin.Count(); ++i )
	{
		soundorigins.AddToTail( ep.m_UtlVecSoundOrigin[ i ] );
	}

	// Do we want to allow the original sound to play?
	if ( m_spawnflags & SF_MICROPHONE_SWALLOW_ROUTED_SOUNDS )
	{
		return MicrophoneResult_Swallow;
	}

	return MicrophoneResult_Ok;
}