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diff --git a/public/engine/SndInfo.h b/public/engine/SndInfo.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef SNDINFO_H
+#define SNDINFO_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+class Vector;
+#include "utlsymbol.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: Client side only
+//-----------------------------------------------------------------------------
+struct SndInfo_t
+{
+ // Sound Guid
+ int m_nGuid;
+ FileNameHandle_t m_filenameHandle; // filesystem filename handle - call IFilesystem to conver this to a string
+ int m_nSoundSource;
+ int m_nChannel;
+ // If a sound is being played through a speaker entity (e.g., on a monitor,), this is the
+ // entity upon which to show the lips moving, if the sound has sentence data
+ int m_nSpeakerEntity;
+ float m_flVolume;
+ float m_flLastSpatializedVolume;
+ // Radius of this sound effect (spatialization is different within the radius)
+ float m_flRadius;
+ int m_nPitch;
+ Vector *m_pOrigin;
+ Vector *m_pDirection;
+
+ // if true, assume sound source can move and update according to entity
+ bool m_bUpdatePositions;
+ // true if playing linked sentence
+ bool m_bIsSentence;
+ // if true, bypass all dsp processing for this sound (ie: music)
+ bool m_bDryMix;
+ // true if sound is playing through in-game speaker entity.
+ bool m_bSpeaker;
+ // true if sound is playing with special DSP effect
+ bool m_bSpecialDSP;
+ // for snd_show, networked sounds get colored differently than local sounds
+ bool m_bFromServer;
+};
+
+#endif // SNDINFO_H