|
void | ncSound (void) |
|
nonvirtual void | SetSample (string) |
|
nonvirtual void | SetVolume (float) |
|
nonvirtual void | SetRadius (float) |
|
nonvirtual void | SetPitch (float) |
|
nonvirtual void | SetSoundOffset (float) |
|
nonvirtual void | MakeOmniDirectional (void) |
|
nonvirtual void | MakeDirectional (void) |
|
nonvirtual void | EnableReverb (void) |
|
nonvirtual void | DisableReverb (void) |
|
nonvirtual void | ForceLoop (bool) |
|
nonvirtual void | Play (void) |
|
virtual void | Spawned (void) |
| Called when the entity is fulled initialized.
|
|
virtual void | OnRemoveEntity (void) |
| Handles what happens before the entity gets removed from the client game.
|
|
virtual void | Respawn (void) |
| Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.
|
|
virtual void | EvaluateEntity (void) |
| Run each tic after physics are run to determine if we need to send updates over the network.
|
|
virtual float | SendEntity (entity, float) |
| Called by the engine whenever we need to send a client an update about this entity.
|
|
virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity.
|
|
nonvirtual ncSound | CreateAmbientSound (vector worldPosition, string sampleFX, float maxRadius, optional float minRadius=0) |
|
◆ ncSound()
void ncSound::ncSound |
( |
void | | ) |
|
◆ CreateAmbientSound()
ncSound ncSound::CreateAmbientSound |
( |
vector | worldPosition, |
|
|
string | sampleFX, |
|
|
float | maxRadius, |
|
|
optional float | minRadius = 0 ) |
◆ DisableReverb()
void ncSound::DisableReverb |
( |
void | | ) |
|
◆ EnableReverb()
void ncSound::EnableReverb |
( |
void | | ) |
|
◆ EvaluateEntity()
void ncSound::EvaluateEntity |
( |
void | | ) |
|
|
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 | ) |
|
◆ MakeDirectional()
void ncSound::MakeDirectional |
( |
void | | ) |
|
◆ MakeOmniDirectional()
void ncSound::MakeOmniDirectional |
( |
void | | ) |
|
◆ OnRemoveEntity()
void ncSound::OnRemoveEntity |
( |
void | | ) |
|
|
virtual |
Handles what happens before the entity gets removed from the client game.
Reimplemented from ncTrigger.
◆ Play()
void ncSound::Play |
( |
void | | ) |
|
◆ ReceiveEntity()
void ncSound::ReceiveEntity |
( |
float | flNew, |
|
|
float | flChanged ) |
|
virtual |
Client: Handles network updates from the server for the associated entity.
Reimplemented from ncEntity.
◆ Respawn()
void ncSound::Respawn |
( |
void | | ) |
|
|
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 | , |
|
|
float | ) |
|
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 | ) |
|
◆ SetRadius()
void ncSound::SetRadius |
( |
float | newRadius | ) |
|
◆ SetSample()
void ncSound::SetSample |
( |
string | newSample | ) |
|
◆ SetSoundOffset()
void ncSound::SetSoundOffset |
( |
float | newOffset | ) |
|
◆ SetVolume()
void ncSound::SetVolume |
( |
float | newVolume | ) |
|
◆ Spawned()
void ncSound::Spawned |
( |
void | | ) |
|
|
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