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https://github.com/jmarshall23/DoomRTX.git
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38 lines
1.3 KiB
C++
38 lines
1.3 KiB
C++
#ifndef __HH_SOUND_H
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#define __HH_SOUND_H
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extern const idEventDef EV_Sound;
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extern const idEventDef EV_ResetTargetHandles;
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class hhSound : public idSound {
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CLASS_PROTOTYPE( hhSound );
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public:
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hhSound();
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void Spawn();
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virtual bool StartSoundShader( const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int* length );
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virtual void StopSound( const s_channelType channel, bool broadcast );
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void StartDelayedSoundShader( const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast );
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void StopDelayedSound( const s_channelType channel, bool broadcast = false );
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float GetCurrentAmplitude(const s_channelType channel);
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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protected:
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virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
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float RandomRange( const float min, const float max );
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bool DetermineVolume( float& volume );
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idVec3 DeterminePositionOffset();
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protected:
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void Event_SetTargetHandles();
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void Event_StartDelayedSoundShader( const char *shader, const s_channelType channel, int soundShaderFlags = 0, bool broadcast = false );
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void Event_SubtitleOff( void );
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protected:
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idVec3 positionOffset;
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};
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#endif |