Nuclide
Software Development Kit for id Tech
env_soundscape Class Reference

Client-Entity: Ambient Soundscape Controller. More...

Inheritance diagram for env_soundscape:
NSEntity

Public Member Functions

void env_soundscape (void)
 
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 SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual bool CanSpawn (bool)
 Returns if this entity can spawned from the map file. More...
 

Detailed Description

Client-Entity: Ambient Soundscape Controller.

QUAKED env_soundscape (1 .5 0) (-8 -8 -8) (8 8 8)

OVERVIEW

Client-side environmental soundscape modifier.

KEYS

  • "radius" : Radius in units.
  • "shader" : Sound shader to play.

TRIVIA

This entity was introduced in Half-Life 2 (2004).

Constructor & Destructor Documentation

◆ env_soundscape()

void env_soundscape::env_soundscape ( void  )

Member Function Documentation

◆ CanSpawn()

bool env_soundscape::CanSpawn ( bool  clientSide)
virtual

Returns if this entity can spawned from the map file.

Parameters
clientSideIf it's being spawned on the client-side.

Reimplemented from NSEntity.

◆ Respawn()

void env_soundscape::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 NSEntity.

◆ SpawnKey()

void env_soundscape::SpawnKey ( string  strKey,
string  strValue 
)
virtual

This method handles entity key/value pairs on map load.

You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of NSIO.

Reimplemented from NSEntity.


The documentation for this class was generated from the following file: