Serious-Engine/Sources/EntitiesMP/SoundHolder.es
2016-03-11 18:20:51 -06:00

170 lines
4.7 KiB
JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
/*
* Sound Holder.
*/
204
%{
#include "StdH.h"
%}
uses "EntitiesMP/ModelDestruction";
class CSoundHolder : CRationalEntity {
name "SoundHolder";
thumbnail "Thumbnails\\SoundHolder.tbn";
features "HasName", "HasDescription", "IsTargetable";
properties:
1 CTFileName m_fnSound "Sound" 'S' = CTFILENAME("Sounds\\Default.wav"), // sound
2 RANGE m_rFallOffRange "Fall-off" 'F' = 100.0f,
3 RANGE m_rHotSpotRange "Hot-spot" 'H' = 50.0f,
4 FLOAT m_fVolume "Volume" 'V' = 1.0f,
6 BOOL m_bLoop "Looping" 'L' = TRUE,
7 BOOL m_bSurround "Surround" 'R' = FALSE,
8 BOOL m_bVolumetric "Volumetric" 'O' = TRUE,
9 CTString m_strName "Name" 'N' = "",
10 CTString m_strDescription = "",
11 BOOL m_bAutoStart "Auto start" 'A' = FALSE, // auto start (environment sounds)
12 INDEX m_iPlayType = 0,
13 CSoundObject m_soSound, // sound channel
14 BOOL m_bDestroyable "Destroyable" 'Q' = FALSE,
{
CAutoPrecacheSound m_aps;
}
components:
1 model MODEL_MARKER "Models\\Editor\\SoundHolder.mdl",
2 texture TEXTURE_MARKER "Models\\Editor\\SoundHolder.tex"
functions:
void Precache(void)
{
m_aps.Precache(m_fnSound);
}
// apply mirror and stretch to the entity
void MirrorAndStretch(FLOAT fStretch, BOOL bMirrorX)
{
// stretch its ranges
m_rFallOffRange*=fStretch;
m_rHotSpotRange*=fStretch;
//(void)bMirrorX; // no mirror for sounds
}
// returns bytes of memory used by this object
SLONG GetUsedMemory(void)
{
// initial
SLONG slUsedMemory = sizeof(CSoundHolder) - sizeof(CRationalEntity) + CRationalEntity::GetUsedMemory();
// add some more
slUsedMemory += m_strName.Length();
slUsedMemory += m_strDescription.Length();
slUsedMemory += m_fnSound.Length();
slUsedMemory += 1* sizeof(CSoundObject);
return slUsedMemory;
}
procedures:
Main(EVoid)
{
// validate range
if (m_rHotSpotRange<0.0f) { m_rHotSpotRange = 0.0f; }
if (m_rFallOffRange<m_rHotSpotRange) { m_rFallOffRange = m_rHotSpotRange; }
// validate volume
if (m_fVolume<FLOAT(SL_VOLUME_MIN)) { m_fVolume = FLOAT(SL_VOLUME_MIN); }
if (m_fVolume>FLOAT(SL_VOLUME_MAX)) { m_fVolume = FLOAT(SL_VOLUME_MAX); }
// determine play type
m_iPlayType = SOF_3D;
if (m_bLoop) { m_iPlayType |= SOF_LOOP; }
if (m_bSurround) { m_iPlayType |= SOF_SURROUND; }
if (m_bVolumetric) { m_iPlayType |= SOF_VOLUMETRIC; }
// init as model
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
// set stretch factors - MUST BE DONE BEFORE SETTING MODEL!
const float SOUND_MINSIZE=1.0f;
FLOAT fFactor = Log2(m_rFallOffRange)*SOUND_MINSIZE;
if (fFactor<SOUND_MINSIZE) {
fFactor=SOUND_MINSIZE;
}
GetModelObject()->mo_Stretch = FLOAT3D( fFactor, fFactor, fFactor);
// set appearance
SetModel(MODEL_MARKER);
SetModelMainTexture(TEXTURE_MARKER);
m_strDescription.PrintF("%s", (CTString&)m_fnSound.FileName());
// wait for a while to play sound -> Sound Can Be Spawned
if( _pTimer->CurrentTick()<=0.1f)
{
autowait(0.5f);
}
wait() {
// auto play sound
on (EBegin) : {
if (m_bAutoStart) {
m_soSound.Set3DParameters(FLOAT(m_rFallOffRange), FLOAT(m_rHotSpotRange), m_fVolume, 1.0f);
PlaySound(m_soSound, m_fnSound, m_iPlayType);
}
resume;
}
// play sound
on (EStart) : {
m_soSound.Set3DParameters(FLOAT(m_rFallOffRange), FLOAT(m_rHotSpotRange), m_fVolume, 1.0f);
PlaySound(m_soSound, m_fnSound, m_iPlayType);
resume;
}
// stop playing sound
on (EStop) : {
m_soSound.Stop();
resume;
}
// when someone in range is destroyed
on (ERangeModelDestruction) : {
// if range destruction is enabled
if (m_bDestroyable) {
// stop playing
m_soSound.Stop();
}
return TRUE;
}
on (EEnd) : { stop; }
}
// cease to exist
Destroy();
return;
}
};