#ifndef AVH_AI_SOUND_QUEUE #define AVH_AI_SOUND_QUEUE #include // Sound types affect how audible they are to bots, how easy it is to pinpoint the location of the sound etc typedef enum _AVHAISOUNDTYPE { AI_SOUND_NONE = 0, // Blank sound AI_SOUND_FOOTSTEP, // Footstep sound AI_SOUND_LANDING, // Landing sound, THUD AI_SOUND_SHOOT, // Pew pew AI_SOUND_VOICELINE, // Player played a voice line (e.g. "Need a medpack") AI_SOUND_OTHER // Miscellaneous sound e.g. building } AvHAISoundType; typedef struct _AVHAISOUND { int EntIndex = 0; float SoundLocation[3] = {0.0f, 0.0f, 0.0f}; float Volume = 1.0f; AvHAISoundType SoundType = AI_SOUND_NONE; } AvHAISound; void AISND_RegisterNewSound(int EntIndex, float* NewLocation, AvHAISoundType NewSoundType, float Volume = 1.0f); AvHAISound AISND_PopSound(); void AISND_ClearSounds(); #endif