Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef SNDINFO_H
#define SNDINFO_H
#ifdef _WIN32
#pragma once
#endif
class Vector;
#include "utlsymbol.h"
//-----------------------------------------------------------------------------
// Purpose: Client side only
//-----------------------------------------------------------------------------
struct SndInfo_t
{
// Sound Guid
int m_nGuid;
FileNameHandle_t m_filenameHandle; // filesystem filename handle - call IFilesystem to conver this to a string
int m_nSoundSource;
int m_nChannel;
// If a sound is being played through a speaker entity (e.g., on a monitor,), this is the
// entity upon which to show the lips moving, if the sound has sentence data
int m_nSpeakerEntity;
float m_flVolume;
float m_flLastSpatializedVolume;
// Radius of this sound effect (spatialization is different within the radius)
float m_flRadius;
int m_nPitch;
Vector *m_pOrigin;
Vector *m_pDirection;
// if true, assume sound source can move and update according to entity
bool m_bUpdatePositions;
// true if playing linked sentence
bool m_bIsSentence;
// if true, bypass all dsp processing for this sound (ie: music)
bool m_bDryMix;
// true if sound is playing through in-game speaker entity.
bool m_bSpeaker;
// true if sound is playing with special DSP effect
bool m_bSpecialDSP;
// for snd_show, networked sounds get colored differently than local sounds
bool m_bFromServer;
};
#endif // SNDINFO_H