Xonotic
sound.qh
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1 #pragma once
2 
3 // negative = SVQC autochannels
4 // positive = one per entity
5 
6 const int CH_INFO = 0;
7 const int CH_WEAPON_A = -1;
8 const int CH_WEAPON_B = -1;
9 const int CH_WEAPON_SINGLE = 1;
10 const int CH_VOICE = -2;
11 // const int CH_VOICE_SINGLE = 2;
12 const int CH_TRIGGER = -3;
13 const int CH_TRIGGER_SINGLE = 3;
14 const int CH_SHOTS = -4;
15 const int CH_SHOTS_SINGLE = 4;
16 // const int CH_TUBA = -5;
17 const int CH_TUBA_SINGLE = 5;
18 const int CH_PAIN = -6;
19 const int CH_PAIN_SINGLE = 6;
20 const int CH_PLAYER = -7;
21 const int CH_PLAYER_SINGLE = 7;
22 // const int CH_BGM_SINGLE = -8;
23 const int CH_BGM_SINGLE = 8;
24 const int CH_AMBIENT = -9;
25 const int CH_AMBIENT_SINGLE = 9;
26 
27 const float ATTEN_NONE = 0;
28 const float ATTEN_MIN = 0.015625;
29 const float ATTEN_LOW = 0.2;
30 const float ATTEN_NORM = 0.5;
31 const float ATTEN_LARGE = 1;
32 const float ATTEN_IDLE = 2;
33 const float ATTEN_STATIC = 3;
34 const float ATTEN_MAX = 3.984375;
35 
36 const float VOL_BASE = 0.7;
37 const float VOL_BASEVOICE = 1.0;
38 const float VOL_MUFFLED = 0.35;
39 
40 // Play all sounds via sound7, for access to the extra channels.
41 // Otherwise, channels 8 to 15 would be blocked for a weird QW feature.
42 #ifdef SVQC
43  #define _sound(e, c, s, v, a) \
44  MACRO_BEGIN \
45  entity __e = e; \
46  if (sound_allowed(MSG_BROADCAST, __e)) \
47  sound7(__e, c, s, v, a, 0, 0); \
48  MACRO_END
49 #else
50  #define _sound(e, c, s, v, a) sound7(e, c, s, v, a, 0, 0)
51 #endif
52 #define sound(e, c, s, v, a) _sound(e, c, Sound_fixpath(s), v, a)
53 
66 #define sound8(e, o, chan, samp, vol, atten, speed, sf) \
67  MACRO_BEGIN \
68  entity __e; \
69  int __chan = chan; \
70  string __samp = samp; \
71  bool auto = false; \
72  if (__chan > 0) __e = e; \
73  else \
74  { \
75  auto = true; \
76  __chan = fabs(__chan); \
77  entity tmp = __e = new(csqc_autochannel); \
78  setthink(tmp, SUB_Remove); \
79  tmp.nextthink = time + soundlength(__samp); \
80  } \
81  vector old_origin = __e.origin; \
82  vector old_mins = __e.mins; \
83  vector old_maxs = __e.maxs; \
84  setorigin(__e, o); \
85  setsize(__e, '0 0 0', '0 0 0'); \
86  sound7(__e, __chan, __samp, vol, atten, speed, sf); \
87  if (!auto) \
88  { \
89  setorigin(__e, old_origin); \
90  setsize(__e, old_mins, old_maxs); \
91  } \
92  MACRO_END
93 
94 string _Sound_fixpath(string base)
95 {
96  if (base == "") return string_null;
97 #ifdef SVQC
98  return strcat(base, ".wav"); // let the client engine decide
99 #else
100 #define extensions(x) \
101  x(wav) \
102  x(ogg) \
103  x(flac) \
104 
105 #define tryext(ext) { \
106  string s = strcat(base, "." #ext); \
107  if (fexists(strcat("sound/", s))) { \
108  return s; \
109  } \
110  }
112  LOG_WARNF("Missing sound: \"%s\"", strcat("sound/", base));
113 #undef tryext
114 #undef extensions
115  return string_null;
116 #endif
117 }
118 
120  ATTRIB(Sound, m_id, int, 0);
121  ATTRIB(Sound, sound_str, string());
122  ATTRIB(Sound, sound_str_, string);
123  CONSTRUCTOR(Sound, string() path)
124  {
125  CONSTRUCT(Sound);
126  this.sound_str = path;
127  }
128  METHOD(Sound, sound_precache, void(Sound this))
129  {
130  TC(Sound, this);
131  string s = _Sound_fixpath(this.sound_str());
132  if (!s) return;
133  //profile(sprintf("precache_sound(\"%s\")", s));
134  precache_sound(s);
135  strcpy(this.sound_str_, s);
136  }
138 
141 #define Sound_fixpath(this) ( \
142  _Sound_fixpath_this = (this), \
143  _Sound_fixpath_cached = _Sound_fixpath_this.sound_str_, \
144  _Sound_fixpath_cached ? _Sound_fixpath_cached : _Sound_fixpath(_Sound_fixpath_this.sound_str()) \
145 )
const int CH_VOICE
Definition: sound.qh:10
string _Sound_fixpath_cached
Definition: sound.qh:140
const float ATTEN_MAX
Definition: sound.qh:34
string string_null
Definition: nil.qh:9
string _Sound_fixpath(string base)
Definition: sound.qh:94
const float ATTEN_LARGE
Definition: sound.qh:31
const float VOL_MUFFLED
Definition: sound.qh:38
const int CH_PAIN
Definition: sound.qh:18
CLASS(Object) Object
Definition: oo.qh:318
const float ATTEN_MIN
Definition: sound.qh:28
entity() spawn
const float ATTEN_NONE
Definition: sound.qh:27
const int CH_BGM_SINGLE
Definition: sound.qh:23
const int CH_PLAYER_SINGLE
Definition: sound.qh:21
#define METHOD(cname, name, prototype)
Definition: oo.qh:257
#define CONSTRUCT(cname,...)
Definition: oo.qh:111
const int CH_INFO
Definition: sound.qh:6
#define ATTRIB(...)
Definition: oo.qh:136
#define strcpy(this, s)
Definition: string.qh:49
#define LOG_WARNF(...)
Definition: log.qh:67
const float ATTEN_STATIC
Definition: sound.qh:33
const int CH_PAIN_SINGLE
Definition: sound.qh:19
int m_id
Definition: effect.qh:19
#define tryext(ext)
const int CH_WEAPON_A
Definition: sound.qh:7
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
const int CH_WEAPON_SINGLE
Definition: sound.qh:9
const int CH_TRIGGER
Definition: sound.qh:12
const float VOL_BASE
Definition: sound.qh:36
#define TC(T, sym)
Definition: _all.inc:82
const int CH_TUBA_SINGLE
Definition: sound.qh:17
Definition: sound.qh:119
const float ATTEN_NORM
Definition: sound.qh:30
const float ATTEN_LOW
Definition: sound.qh:29
const int CH_TRIGGER_SINGLE
Definition: sound.qh:13
const int CH_SHOTS
Definition: sound.qh:14
entity _Sound_fixpath_this
Definition: sound.qh:139
#define ENDCLASS(cname)
Definition: oo.qh:269
const int CH_PLAYER
Definition: sound.qh:20
const float VOL_BASEVOICE
Definition: sound.qh:37
const int CH_AMBIENT
Definition: sound.qh:24
const int CH_SHOTS_SINGLE
Definition: sound.qh:15
#define extensions(x)
const int CH_WEAPON_B
Definition: sound.qh:8
const int CH_AMBIENT_SINGLE
Definition: sound.qh:25
#define CONSTRUCTOR(cname,...)
Definition: oo.qh:201
const float ATTEN_IDLE
Definition: sound.qh:32