76 lines
2.5 KiB
C++
76 lines
2.5 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_SOUND_H__
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#define __GAME_SOUND_H__
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/*
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===============================================================================
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Generic sound emitter.
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===============================================================================
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*/
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class idSound : public idEntity {
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public:
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CLASS_PROTOTYPE( idSound );
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idSound( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void UpdateChangeableSpawnArgs( const idDict *source );
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void Spawn( void );
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void ToggleOnOff( idEntity *other, idEntity *activator );
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void Think( void );
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void SetSound( const char *sound, int channel = SND_CHANNEL_ANY );
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virtual void ShowEditingDialog( void );
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private:
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float lastSoundVol;
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float soundVol;
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float random;
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float wait;
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bool timerOn;
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idVec3 shakeTranslate;
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idAngles shakeRotate;
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int playingUntilTime;
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void Event_Trigger( idEntity *activator );
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void Event_Timer( void );
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void Event_On( void );
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void Event_Off( void );
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void DoSound( bool play );
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};
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#endif /* !__GAME_SOUND_H__ */
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