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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SND_SFX_H
#define SND_SFX_H
#if defined( _WIN32 )
#pragma once
#endif
class CAudioSource;
class CSfxTable
{
public:
CSfxTable();
// gets sound name, possible decoracted with prefixes
virtual const char *getname();
// gets the filename, the part after the optional prefixes
const char *GetFileName();
FileNameHandle_t GetFileNameHandle();
void SetNamePoolIndex( int index );
bool IsPrecachedSound();
void OnNameChanged( const char *pName );
int m_namePoolIndex;
CAudioSource *pSource;
bool m_bUseErrorFilename : 1;
bool m_bIsUISound : 1;
bool m_bIsLateLoad : 1;
bool m_bMixGroupsCached : 1;
byte m_mixGroupCount;
// UNDONE: Use a fixed bit vec here?
byte m_mixGroupList[8];
private:
// Only set in debug mode so you can see the name.
const char *m_pDebugName;
};
#endif // SND_SFX_H
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