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