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source/soundmanager/scripting/SoundGroup.h
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private: | private: | ||||
void SetGain(float gain); | void SetGain(float gain); | ||||
void UploadPropertiesAndPlay(size_t theIndex, const CVector3D& position, entity_id_t source); | void UploadPropertiesAndPlay(size_t theIndex, const CVector3D& position, entity_id_t source); | ||||
void SetDefaultValues(); | void SetDefaultValues(); | ||||
#if CONFIG2_AUDIO | #if CONFIG2_AUDIO | ||||
inline u32 FastRand(); | |||||
// Contains the current sound seed for the generator | |||||
float RandFloat(float min, float max); | |||||
// We store the handles so we can load now and play later | // We store the handles so we can load now and play later | ||||
std::vector<CSoundData*> m_SoundGroups; | std::vector<CSoundData*> m_SoundGroups; | ||||
#endif | #endif | ||||
u32 m_Seed; | u32 m_Seed; | ||||
// We need the filenames so we can reload when necessary. | // We need the filenames so we can reload when necessary. | ||||
std::vector<std::wstring> m_Filenames; | std::vector<std::wstring> m_Filenames; | ||||
// The file path for the list of sound file resources | // The file path for the list of sound file resources | ||||
VfsPath m_Filepath; | VfsPath m_Filepath; | ||||
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Wildfire Games · Phabricator