struct IEntitySoundProxy : public IEntityProxy { enum ESoundProxyFlags { FLAG_DELEGATE_SOUND_ANIM_EVENTS = BIT(1) }; };
IEntityProxy.h
Sound proxy interface.
enum ESoundProxyFlags { FLAG_DELEGATE_SOUND_ANIM_EVENTS = BIT(1) };
IEntityProxy.h
Members |
Description |
FLAG_DELEGATE_SOUND_ANIM_EVENTS = BIT(1) |
When set it does not process 'sound' animation events |
virtual void CheckVisibilityForTailName(const float fLength, const float fDistanceToRecalculate) = 0;
virtual float GetEffectRadius() = 0;
virtual IEntity* GetEntity() const = 0;
virtual int GetFlags() const = 0;
virtual Vec3 GetSoundDirection(tSoundID nSoundId) = 0;
virtual Vec3 GetSoundPos(tSoundID nSoundId) = 0;
virtual bool GetStaticSound(const tSoundID nSoundId) = 0;
virtual const char* GetTailName() = 0;
virtual void PauseSound(tSoundID nSoundId, bool bPause) = 0;
virtual bool PlaySound(ISound * pSound, const Vec3 & vPos = Vec3(0,0,0), const Vec3 & vDirection = FORWARD_DIRECTION, float fSoundScale = 1.0f, bool bLipSync = true) = 0;
virtual tSoundID PlaySound(const char * sSoundOrEventName, const Vec3 & vOffset, const Vec3 & vDirection, uint32 nSoundFlags, uint32 nSoundFlagsExtended, ESoundSemantic eSemantic) = 0;
virtual tSoundID PlaySound(const char * sSoundOrEventName, const Vec3 & vOffset, const Vec3 & vDirection, uint32 nSoundFlags, uint32 nSoundFlagsExtended, ESoundSemantic eSemantic, EntityId * pSkipEnts, int nSkipEnts) = 0;
new calls
virtual tSoundID PlaySoundEx(const char * sSoundOrEventName, const Vec3 & vOffset, const Vec3 & vDirection, uint32 nSoundFlags, uint32 nSoundFlagsExtended, float fVolume, float fMinRadius, float fMaxRadius, ESoundSemantic eSemantic) = 0;
virtual tSoundID PlaySoundEx(const char * sSoundOrEventName, const Vec3 & vOffset, const Vec3 & vDirection, uint32 nSoundFlags, uint32 nSoundFlagsExtended, float fVolume, float fMinRadius, float fMaxRadius, ESoundSemantic eSemantic, EntityId * pSkipEnts, int nSkipEnts) = 0;
virtual void SetEffectRadius(float fEffectRadius) = 0;
virtual void SetFlags(int nSoundProxyFlags) = 0;
virtual void SetSoundDirection(tSoundID nSoundId, const Vec3 & dir) = 0;
virtual void SetSoundPos(tSoundID nSoundId, const Vec3 & vPos) = 0;
virtual bool SetStaticSound(tSoundID nSoundId, bool bStatic) = 0;
virtual void StopAllSounds() = 0;
virtual void StopSound(tSoundID const nSoundId, ESoundStopMode const eStopMode = ESoundStopMode_EventFade, bool const bLoopedOnly = false) = 0;
virtual void UpdateSounds() = 0;