Nuclide
Software Development Kit for id Tech
env_sound Class Reference
Inheritance diagram for env_sound:
NSEntity

Public Member Functions

void env_sound (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

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

OVERVIEW

Client-side environmental reverb modifier.

KEYS

  • "radius" : Radius in units.
  • "efx_file" : Name of the OpenAL EFX definiton to use.
  • "roomtype" : Legacy enumeration for GoldSrc support. Please don't use this.

NOTES

This works only with the OpenAL sound backend.

TRIVIA

This entity was introduced in Half-Life (1998).

Constructor & Destructor Documentation

◆ env_sound()

void env_sound::env_sound ( void  )

Member Function Documentation

◆ CanSpawn()

bool env_sound::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_sound::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_sound::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: