dhewm3/neo/d3xp/Sound.h

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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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"
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/*
===============================================================================
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__ */