◆ ncSound()
| void ncSound::ncSound |
( |
void |
| ) |
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◆ CreateAmbientSound()
| ncSound ncSound::CreateAmbientSound |
( |
vector |
worldPosition, |
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string |
sampleFX, |
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float |
maxRadius, |
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optional float |
minRadius = 0 |
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) |
| |
◆ DisableReverb()
| void ncSound::DisableReverb |
( |
void |
| ) |
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◆ EnableReverb()
| void ncSound::EnableReverb |
( |
void |
| ) |
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◆ EvaluateEntity()
| void ncSound::EvaluateEntity |
( |
void |
| ) |
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virtual |
Run each tic after physics are run to determine if we need to send updates over the network.
Reimplemented from ncEntity.
◆ ForceLoop()
| void ncSound::ForceLoop |
( |
bool |
forceLooping | ) |
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◆ MakeDirectional()
| void ncSound::MakeDirectional |
( |
void |
| ) |
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◆ MakeOmniDirectional()
| void ncSound::MakeOmniDirectional |
( |
void |
| ) |
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◆ OnRemoveEntity()
| void ncSound::OnRemoveEntity |
( |
void |
| ) |
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virtual |
Handles what happens before the entity gets removed from the client game.
Reimplemented from ncTrigger.
◆ Play()
| void ncSound::Play |
( |
void |
| ) |
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◆ ReceiveEntity()
| void ncSound::ReceiveEntity |
( |
float |
flNew, |
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float |
flChanged |
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) |
| |
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virtual |
Client: Handles network updates from the server for the associated entity.
Reimplemented from ncEntity.
◆ Respawn()
| void ncSound::Respawn |
( |
void |
| ) |
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virtual |
Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
Reimplemented from ncPointTrigger.
Reimplemented in target_speaker.
◆ SendEntity()
| float ncSound::SendEntity |
( |
entity |
, |
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float |
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) |
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virtual |
Called by the engine whenever we need to send a client an update about this entity.
Reimplemented from ncEntity.
◆ SetPitch()
| void ncSound::SetPitch |
( |
float |
newPitch | ) |
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◆ SetRadius()
| void ncSound::SetRadius |
( |
float |
newRadius | ) |
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◆ SetSample()
| void ncSound::SetSample |
( |
string |
newSample | ) |
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◆ SetSoundOffset()
| void ncSound::SetSoundOffset |
( |
float |
newOffset | ) |
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◆ SetVolume()
| void ncSound::SetVolume |
( |
float |
newVolume | ) |
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◆ Spawned()
| void ncSound::Spawned |
( |
void |
| ) |
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virtual |
Called when the entity is fulled initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned(); inside your method when overriding.
Reimplemented from ncEntity.
The documentation for this class was generated from the following files:
- src/shared/audio/Sound.h
- src/shared/audio/Sound.qc