diff options
Diffstat (limited to 'mp/src/public/engine/SndInfo.h')
| -rw-r--r-- | mp/src/public/engine/SndInfo.h | 102 |
1 files changed, 51 insertions, 51 deletions
diff --git a/mp/src/public/engine/SndInfo.h b/mp/src/public/engine/SndInfo.h index 3a60b3e5..a3628f2f 100644 --- a/mp/src/public/engine/SndInfo.h +++ b/mp/src/public/engine/SndInfo.h @@ -1,51 +1,51 @@ -//========= 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
+//========= 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 |