Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================
  6. #ifndef SNDINFO_H
  7. #define SNDINFO_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. class Vector;
  12. #include "utlsymbol.h"
  13. //-----------------------------------------------------------------------------
  14. // Purpose: Client side only
  15. //-----------------------------------------------------------------------------
  16. struct SndInfo_t
  17. {
  18. // Sound Guid
  19. int m_nGuid;
  20. FileNameHandle_t m_filenameHandle; // filesystem filename handle - call IFilesystem to conver this to a string
  21. int m_nSoundSource;
  22. int m_nChannel;
  23. // If a sound is being played through a speaker entity (e.g., on a monitor,), this is the
  24. // entity upon which to show the lips moving, if the sound has sentence data
  25. int m_nSpeakerEntity;
  26. float m_flVolume;
  27. float m_flLastSpatializedVolume;
  28. // Radius of this sound effect (spatialization is different within the radius)
  29. float m_flRadius;
  30. int m_nPitch;
  31. Vector *m_pOrigin;
  32. Vector *m_pDirection;
  33. // if true, assume sound source can move and update according to entity
  34. bool m_bUpdatePositions;
  35. // true if playing linked sentence
  36. bool m_bIsSentence;
  37. // if true, bypass all dsp processing for this sound (ie: music)
  38. bool m_bDryMix;
  39. // true if sound is playing through in-game speaker entity.
  40. bool m_bSpeaker;
  41. // true if sound is playing with special DSP effect
  42. bool m_bSpecialDSP;
  43. // for snd_show, networked sounds get colored differently than local sounds
  44. bool m_bFromServer;
  45. };
  46. #endif // SNDINFO_H