Sound.h 2.5 KB

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