67 lines
1.9 KiB
C++
67 lines
1.9 KiB
C++
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef SNDINFO_H
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#define SNDINFO_H
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#ifdef _WIN32
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#pragma once
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#endif
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class Vector;
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#include "utlsymbol.h"
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//-----------------------------------------------------------------------------
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// Purpose: Client side only
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//-----------------------------------------------------------------------------
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struct SndInfo_t
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{
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// Sound Guid
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int m_nGuid;
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FileNameHandle_t m_filenameHandle; // filesystem filename handle - call IFilesystem to conver this to a string
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int m_nSoundSource;
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int m_nChannel;
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// If a sound is being played through a speaker entity (e.g., on a monitor,), this is the
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// entity upon which to show the lips moving, if the sound has sentence data
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int m_nSpeakerEntity;
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float m_flVolume;
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float m_flLastSpatializedVolume;
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// Radius of this sound effect (spatialization is different within the radius)
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float m_flRadius;
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int m_nPitch;
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Vector *m_pOrigin;
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Vector *m_pDirection;
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// if true, assume sound source can move and update according to entity
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bool m_bUpdatePositions;
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// true if playing linked sentence
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bool m_bIsSentence;
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// if true, bypass all dsp processing for this sound (ie: music)
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bool m_bDryMix;
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// true if sound is playing through in-game speaker entity.
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bool m_bSpeaker;
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// for snd_show, networked sounds get colored differently than local sounds
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bool m_bFromServer;
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};
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//-----------------------------------------------------------------------------
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// Hearing info
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//-----------------------------------------------------------------------------
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struct AudioState_t
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{
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AudioState_t()
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{
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m_Origin.Init();
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m_Angles.Init();
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m_bIsUnderwater = false;
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}
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Vector m_Origin;
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QAngle m_Angles;
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bool m_bIsUnderwater;
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};
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#endif // SNDINFO_H
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