dhewm3-sdk/game/Sound.h
Daniel Gibson c639df99d1 Rename to hardcorps and integrate all its code changes
hardqore2 is now called hardcorps.
I got all the changes from https://github.com/revility/hardcorps
2021-12-19 05:55:54 +01:00

119 lines
3.4 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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"
//ff1.3 start
extern const idEventDef EV_Music_Start;
extern const idEventDef EV_Music_Stop;
extern const idEventDef EV_Music_FadeOut;
//ff1.3 end
/*
===============================================================================
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 );
};
//ivan start
/*
===============================================================================
Music entity
===============================================================================
*/
class idMusic : public idEntity {
public:
CLASS_PROTOTYPE( idMusic );
idMusic( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
bool IsActive( void ) { return active; };
private:
bool active; //false if not playing or fading out
void Event_Trigger( idEntity *activator );
void Event_Start( void );
void Event_Stop( void );
void Event_FadeOut( void );
void StartMusic( void );
void StopMusic( void );
void FadeOutMusic( void );
};
//ivan end
#endif /* !__GAME_SOUND_H__ */