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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/c_soundscape.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/c_soundscape.h')
| -rw-r--r-- | game/client/c_soundscape.h | 27 |
1 files changed, 27 insertions, 0 deletions
diff --git a/game/client/c_soundscape.h b/game/client/c_soundscape.h new file mode 100644 index 0000000..8c5f45e --- /dev/null +++ b/game/client/c_soundscape.h @@ -0,0 +1,27 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef C_SOUNDSCAPE_H +#define C_SOUNDSCAPE_H +#ifdef _WIN32 +#pragma once +#endif + + +class IGameSystem; +struct audioparams_t; + +extern IGameSystem *ClientSoundscapeSystem(); + +// call when audio params may have changed +extern void Soundscape_Update( audioparams_t &audio ); + +// Called on round restart, otherwise the soundscape system thinks all its +// sounds are still playing when they're not. +void Soundscape_OnStopAllSounds(); + +#endif // C_SOUNDSCAPE_H |