Files
DoomRTX/neo/prey/Prey/prey_sound.h
T
2026-05-05 15:01:01 -07:00

38 lines
1.3 KiB
C++

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