#include <sounds.h>
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virtual int | Sizeof () const override |
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virtual void | OnInit () override |
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virtual void | OnReset () override |
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virtual void | OnStateChange (int NewState, int OldState) override |
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virtual void | OnRender () override |
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void | ClearQueue () |
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void | Enqueue (int Channel, int SetId) |
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void | Play (int Channel, int SetId, float Volume) |
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void | PlayAt (int Channel, int SetId, float Volume, vec2 Position) |
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void | PlayAndRecord (int Channel, int SetId, float Volume, vec2 Position) |
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void | Stop (int SetId) |
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bool | IsPlaying (int SetId) |
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ISound::CVoiceHandle | PlaySample (int Channel, int SampleId, int Flags, float Volume) |
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ISound::CVoiceHandle | PlaySampleAt (int Channel, int SampleId, int Flags, float Volume, vec2 Position) |
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virtual | ~CComponent () |
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virtual int | Sizeof () const =0 |
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class CGameClient * | GameClient () const |
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class IClient * | Client () const |
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virtual void | OnStateChange (int NewState, int OldState) |
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virtual void | OnConsoleInit () |
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virtual void | OnInit () |
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virtual void | OnShutdown () |
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virtual void | OnReset () |
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virtual void | OnWindowResize () |
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virtual void | OnRefreshSkins () |
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virtual void | OnRender () |
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virtual void | OnNewSnapshot () |
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virtual void | OnRelease () |
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virtual void | OnMapLoad () |
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virtual void | OnMessage (int Msg, void *pRawMsg) |
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virtual bool | OnCursorMove (float x, float y, IInput::ECursorType CursorType) |
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virtual bool | OnInput (const IInput::CEvent &Event) |
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◆ anonymous enum
◆ anonymous enum
Enumerator |
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CHN_GUI | |
CHN_MUSIC | |
CHN_WORLD | |
CHN_GLOBAL | |
CHN_MAPSOUND | |
◆ ClearQueue()
void CSounds::ClearQueue |
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◆ Enqueue()
void CSounds::Enqueue |
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int |
Channel, |
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int |
SetId |
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) |
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◆ GetSampleId()
int CSounds::GetSampleId |
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int |
SetId | ) |
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private |
◆ IsPlaying()
bool CSounds::IsPlaying |
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int |
SetId | ) |
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◆ OnInit()
Called to let the components run initialization code.
Reimplemented from CComponent.
◆ OnRender()
void CSounds::OnRender |
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overridevirtual |
Called when the component should get rendered.
The render order depends on the component insertion order.
Reimplemented from CComponent.
◆ OnReset()
void CSounds::OnReset |
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overridevirtual |
Called to reset the component. This method is usually called on your component constructor to avoid code duplication.
- See also
- CHud::CHud()
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CHud::OnReset()
Reimplemented from CComponent.
◆ OnStateChange()
void CSounds::OnStateChange |
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int |
NewState, |
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int |
OldState |
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) |
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overridevirtual |
◆ Play()
void CSounds::Play |
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int |
Channel, |
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int |
SetId, |
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float |
Volume |
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) |
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◆ PlayAndRecord()
void CSounds::PlayAndRecord |
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int |
Channel, |
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int |
SetId, |
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float |
Volume, |
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vec2 |
Position |
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) |
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◆ PlayAt()
void CSounds::PlayAt |
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int |
Channel, |
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int |
SetId, |
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float |
Volume, |
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vec2 |
Position |
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) |
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◆ PlaySample()
◆ PlaySampleAt()
◆ Sizeof()
virtual int CSounds::Sizeof |
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const |
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inlineoverridevirtual |
Gets the size of the non-abstract component.
Implements CComponent.
◆ Stop()
void CSounds::Stop |
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int |
SetId | ) |
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◆ UpdateChannels()
void CSounds::UpdateChannels |
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private |
◆ m_aQueue
◆ m_BackgroundMusicVolume
float CSounds::m_BackgroundMusicVolume = -1.0f |
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private |
◆ m_GameSoundVolume
float CSounds::m_GameSoundVolume = -1.0f |
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private |
◆ m_GuiSoundVolume
float CSounds::m_GuiSoundVolume = -1.0f |
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private |
◆ m_MapSoundVolume
float CSounds::m_MapSoundVolume = -1.0f |
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private |
◆ m_pSoundJob
◆ m_QueuePos
◆ m_QueueWaitTime
int64_t CSounds::m_QueueWaitTime |
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private |
◆ m_WaitForSoundJob
bool CSounds::m_WaitForSoundJob |
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private |
The documentation for this class was generated from the following files: