Nuclide
Software Development Kit for id Technology (BETA)
ncSound Class Reference
Inheritance diagram for ncSound:
ncPointTrigger target_speaker

Public Member Functions

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. More...
 
virtual void OnRemoveEntity (void)
 Handles what happens before the entity gets removed from the client game. More...
 
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. More...
 
virtual void EvaluateEntity (void)
 Run each tic after physics are run to determine if we need to send updates over the network. More...
 
virtual float SendEntity (entity, float)
 Called by the engine whenever we need to send a client an update about this entity. More...
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 

Constructor & Destructor Documentation

◆ ncSound()

void ncSound::ncSound ( void  )

Member Function Documentation

◆ 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 ncIO.

◆ 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: