/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __GAME_SOUND_H__ #define __GAME_SOUND_H__ #include "Entity.h" /* =============================================================================== Generic sound emitter. =============================================================================== */ class idSound : public idEntity { public: CLASS_PROTOTYPE( idSound ); idSound( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void UpdateChangeableSpawnArgs( const idDict *source ); void Spawn( void ); void ToggleOnOff( idEntity *other, idEntity *activator ); void Think( void ); void SetSound( const char *sound, int channel = SND_CHANNEL_ANY ); virtual void ShowEditingDialog( void ); private: float lastSoundVol; float soundVol; float random; float wait; bool timerOn; idVec3 shakeTranslate; idAngles shakeRotate; int playingUntilTime; void Event_Trigger( idEntity *activator ); void Event_Timer( void ); void Event_On( void ); void Event_Off( void ); void DoSound( bool play ); }; #endif /* !__GAME_SOUND_H__ */