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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /public/movieobjects/dmesound.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'public/movieobjects/dmesound.h')
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diff --git a/public/movieobjects/dmesound.h b/public/movieobjects/dmesound.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// A class representing a sound
+//
+//=============================================================================
+
+#ifndef DMESOUND_H
+#define DMESOUND_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "datamodel/dmelement.h"
+
+
+//-----------------------------------------------------------------------------
+// A class representing a camera
+//-----------------------------------------------------------------------------
+class CDmeSound : public CDmElement
+{
+ DEFINE_ELEMENT( CDmeSound, CDmElement );
+
+public:
+ CDmaString m_SoundName;
+ CDmaString m_GameSoundName; // Only used if it's a gamesound
+
+ // Return false if it can't find the sound full path
+ bool ComputeSoundFullPath( char *pBuf, int nBufLen );
+};
+
+class CDmeGameSound : public CDmeSound
+{
+ DEFINE_ELEMENT( CDmeGameSound, CDmeSound );
+
+public:
+
+ CDmElement *FindOrAddPhonemeExtractionSettings();
+
+ CDmaVar< float > m_Volume;
+ CDmaVar< int > m_Level;
+ CDmaVar< int > m_Pitch;
+
+ CDmaVar< bool > m_IsStatic;
+ CDmaVar< int > m_Channel;
+ CDmaVar< int > m_Flags;
+
+// CDmaElement m_Source;
+// CDmaVar< bool > m_FollowSource;
+ CDmaVar< Vector > m_Origin;
+ CDmaVar< Vector > m_Direction;
+};
+
+#endif // DMESOUND_H