4 // negative = SVQC autochannels
5 // positive = one per entity
8 const int CH_WEAPON_A = -1;
9 const int CH_WEAPON_B = -1;
10 const int CH_WEAPON_SINGLE = 1;
11 const int CH_VOICE = -2;
12 // const int CH_VOICE_SINGLE = 2;
13 const int CH_TRIGGER = -3;
14 const int CH_TRIGGER_SINGLE = 3;
15 const int CH_SHOTS = -4;
16 const int CH_SHOTS_SINGLE = 4;
17 // const int CH_TUBA = -5;
18 const int CH_TUBA_SINGLE = 5;
19 const int CH_PAIN = -6;
20 const int CH_PAIN_SINGLE = 6;
21 const int CH_PLAYER = -7;
22 const int CH_PLAYER_SINGLE = 7;
23 // const int CH_BGM_SINGLE = -8;
24 const int CH_BGM_SINGLE = 8;
25 const int CH_AMBIENT = -9;
26 // const int CH_AMBIENT_SINGLE = 9;
28 const float ATTEN_NONE = 0;
29 const float ATTEN_MIN = 0.015625;
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;
36 const float VOL_BASE = 0.7;
37 const float VOL_BASEVOICE = 1.0;
39 // Play all sounds via sound7, for access to the extra channels.
40 // Otherwise, channels 8 to 15 would be blocked for a weird QW feature.
42 #define _sound(e, c, s, v, a) \
46 if (!sound_allowed(MSG_BROADCAST, __e)) break; \
47 sound7(__e, c, s, v, a, 0, 0); \
51 #define _sound(e, c, s, v, a) sound7(e, c, s, v, a, 0, 0)
53 #define sound(e, c, s, v, a) _sound(e, c, Sound_fixpath(s), v, a)
56 * because sound7 didn't have origin
58 * @param e sound owner
59 * @param o sound origin
60 * @param chan sound channel
61 * @param samp sound filename
62 * @param vol sound volume
63 * @param atten sound attenuation
67 #define sound8(e, o, chan, samp, vol, atten, speed, sf) \
71 vector old_origin = __e.origin; \
72 vector old_mins = __e.mins; \
73 vector old_maxs = __e.maxs; \
75 setsize(__e, '0 0 0', '0 0 0'); \
76 sound7(__e, chan, samp, vol, atten, speed, sf); \
77 setorigin(__e, old_origin); \
78 setsize(__e, old_mins, old_maxs); \
83 ATTRIB(Sound, m_id, int, 0)
84 ATTRIB(Sound, sound_str, string(), func_null)
85 CONSTRUCTOR(Sound, string() path)
88 this.sound_str = path;
90 #define Sound_fixpath(this) _Sound_fixpath((this).sound_str())
91 string _Sound_fixpath(string base)
93 if (base == "") return string_null;
94 #define extensions(x) \
99 string full, relative;
100 #define tryext(ext) { if (fexists(full = strcat("sound/", relative = strcat(base, "." #ext)))) break; }
106 LOG_WARNINGF("Missing sound: \"%s\"\n", full);
112 METHOD(Sound, sound_precache, void(entity this))
114 string s = Sound_fixpath(this);
116 LOG_TRACEF("precache_sound(\"%s\")\n", s);