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51 lines
1.6 KiB
51 lines
1.6 KiB
//========= Copyright 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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// true if sound is playing with special DSP effect |
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bool m_bSpecialDSP; |
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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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#endif // SNDINFO_H
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