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Sound.h
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1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
8 
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
21 
22 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.
23 
24 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.
25 
26 ===========================================================================
27 */
28 
29 #ifndef __GAME_SOUND_H__
30 #define __GAME_SOUND_H__
31 
32 /*
33 ===============================================================================
34 
35  Generic sound emitter.
36 
37 ===============================================================================
38 */
39 
40 class idSound : public idEntity {
41 public:
43 
44  idSound( void );
45 
46  void Save( idSaveGame *savefile ) const;
47  void Restore( idRestoreGame *savefile );
48 
49  virtual void UpdateChangeableSpawnArgs( const idDict *source );
50 
51  void Spawn( void );
52 
53  void ToggleOnOff( idEntity *other, idEntity *activator );
54  void Think( void );
55  void SetSound( const char *sound, int channel = SND_CHANNEL_ANY );
56 
57  virtual void ShowEditingDialog( void );
58 
59 private:
60  float lastSoundVol;
61  float soundVol;
62  float random;
63  float wait;
64  bool timerOn;
68 
69  void Event_Trigger( idEntity *activator );
70  void Event_Timer( void );
71  void Event_On( void );
72  void Event_Off( void );
73  void DoSound( bool play );
74 };
75 
76 #endif /* !__GAME_SOUND_H__ */
virtual void UpdateChangeableSpawnArgs(const idDict *source)
Definition: Sound.cpp:197
Definition: Sound.h:40
void DoSound(bool play)
Definition: Sound.cpp:261
Definition: Vector.h:316
float lastSoundVol
Definition: Sound.h:60
GLsizei GLsizei GLcharARB * source
Definition: glext.h:3633
void Event_On(void)
Definition: Sound.cpp:276
void Think(void)
Definition: Sound.cpp:182
float wait
Definition: Sound.h:63
void Event_Trigger(idEntity *activator)
Definition: Sound.cpp:140
idAngles shakeRotate
Definition: Sound.h:66
bool timerOn
Definition: Sound.h:64
void SetSound(const char *sound, int channel=SND_CHANNEL_ANY)
Definition: Sound.cpp:243
idSound(void)
Definition: Sound.cpp:59
void Event_Timer(void)
Definition: Sound.cpp:172
Definition: Dict.h:65
float soundVol
Definition: Sound.h:61
virtual void ShowEditingDialog(void)
Definition: Sound.cpp:302
void Save(idSaveGame *savefile) const
Definition: Sound.cpp:75
void ToggleOnOff(idEntity *other, idEntity *activator)
void Event_Off(void)
Definition: Sound.cpp:289
idVec3 shakeTranslate
Definition: Sound.h:65
CLASS_PROTOTYPE(idSound)
float random
Definition: Sound.h:62
int playingUntilTime
Definition: Sound.h:67
void Spawn(void)
Definition: Sound.cpp:107
void Restore(idRestoreGame *savefile)
Definition: Sound.cpp:91