43 nonvirtual
void Play(
void );
58 nonvirtual
ncSound CreateAmbientSound(vector worldPosition,
string sampleFX,
float maxRadius, optional
float minRadius = 0);
61 NETWORKED_FLOAT(m_radius)
62 NETWORKED_FLOAT(m_volume)
63 NETWORKED_FLOAT(m_soundIndex)
64 NETWORKED_FLOAT(m_pitch)
65 NETWORKED_BOOL(m_isLooping)
67 bool m_omniDirectional;
void ncPointTrigger(void)
Definition PointTrigger.qc:18
nonvirtual void Play(void)
Definition Sound.qc:114
nonvirtual void SetPitch(float)
Definition Sound.qc:57
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
Definition Sound.qc:132
virtual void OnRemoveEntity(void)
Handles what happens before the entity gets removed from the client game.
Definition Sound.qc:211
nonvirtual void SetSoundOffset(float)
Definition Sound.qc:69
nonvirtual void SetSample(string)
Definition Sound.qc:44
nonvirtual void MakeOmniDirectional(void)
Definition Sound.qc:75
nonvirtual void SetVolume(float)
Definition Sound.qc:51
nonvirtual ncSound CreateAmbientSound(vector worldPosition, string sampleFX, float maxRadius, optional float minRadius=0)
Definition Sound.qc:219
nonvirtual void DisableReverb(void)
Definition Sound.qc:93
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
Definition Sound.qc:175
nonvirtual void ForceLoop(bool)
Definition Sound.qc:99
void ncSound(void)
Definition Sound.qc:19
nonvirtual void EnableReverb(void)
Definition Sound.qc:87
nonvirtual void MakeDirectional(void)
Definition Sound.qc:81
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition Sound.qc:138
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition Sound.qc:151
nonvirtual void SetRadius(float)
Definition Sound.qc:63
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition Sound.qc:33