Nuclide
Software Development Kit for id Technology
NSSound Class Reference
Inheritance diagram for NSSound:
NSPointTrigger target_speaker

Public Member Functions

void NSSound (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

◆ NSSound()

void NSSound::NSSound ( void  )

Member Function Documentation

◆ DisableReverb()

void NSSound::DisableReverb ( void  )

◆ EnableReverb()

void NSSound::EnableReverb ( void  )

◆ EvaluateEntity()

void NSSound::EvaluateEntity ( void  )
virtual

Run each tic after physics are run to determine if we need to send updates over the network.

Reimplemented from NSEntity.

◆ ForceLoop()

void NSSound::ForceLoop ( bool  forceLooping)

◆ MakeDirectional()

void NSSound::MakeDirectional ( void  )

◆ MakeOmniDirectional()

void NSSound::MakeOmniDirectional ( void  )

◆ OnRemoveEntity()

void NSSound::OnRemoveEntity ( void  )
virtual

Handles what happens before the entity gets removed from the client game.

Reimplemented from NSIO.

◆ Play()

void NSSound::Play ( void  )

◆ ReceiveEntity()

void NSSound::ReceiveEntity ( float  flNew,
float  flChanged 
)
virtual

Client: Handles network updates from the server for the associated entity.

Reimplemented from NSEntity.

◆ Respawn()

void NSSound::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 NSPointTrigger.

Reimplemented in target_speaker.

◆ SendEntity()

float NSSound::SendEntity ( entity  ,
float   
)
virtual

Called by the engine whenever we need to send a client an update about this entity.

Reimplemented from NSEntity.

◆ SetPitch()

void NSSound::SetPitch ( float  newPitch)

◆ SetRadius()

void NSSound::SetRadius ( float  newRadius)

◆ SetSample()

void NSSound::SetSample ( string  newSample)

◆ SetSoundOffset()

void NSSound::SetSoundOffset ( float  newOffset)

◆ SetVolume()

void NSSound::SetVolume ( float  newVolume)

◆ Spawned()

void NSSound::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 NSEntity.


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