/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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__ /* =============================================================================== Generic sound emitter. =============================================================================== */ class idSound : public idEntity { public: CLASS_PROTOTYPE( idSound ); idSound(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); virtual void UpdateChangeableSpawnArgs( const idDict* source ); void Spawn(); void ToggleOnOff( idEntity* other, idEntity* activator ); void Think(); void SetSound( const char* sound, int channel = SND_CHANNEL_ANY ); virtual void ShowEditingDialog(); 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 Event_On(); void Event_Off(); void DoSound( bool play ); }; #endif /* !__GAME_SOUND_H__ */