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Searched refs:ARX_SOUND_PlaySFX (Results 1 – 13 of 13) sorted by relevance

/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/game/
H A DSpells.cpp1471 ARX_SOUND_PlaySFX(SND_SYMB_TERA); in ARX_SPELLS_AnalyseSYMBOL()
1500 ARX_SOUND_PlaySFX(SND_SYMB_RHAA); in ARX_SPELLS_AnalyseSYMBOL()
1543 ARX_SOUND_PlaySFX(SND_SYMB_KAOM); in ARX_SPELLS_AnalyseSYMBOL()
1608 ARX_SOUND_PlaySFX(SND_SYMB_NHI); in ARX_SPELLS_AnalyseSYMBOL()
1618 ARX_SOUND_PlaySFX(SND_SYMB_AAM); in ARX_SPELLS_AnalyseSYMBOL()
1634 ARX_SOUND_PlaySFX(SND_SYMB_YOK); in ARX_SPELLS_AnalyseSYMBOL()
1645 ARX_SOUND_PlaySFX(SND_SYMB_TAAR); in ARX_SPELLS_AnalyseSYMBOL()
1663 ARX_SOUND_PlaySFX(SND_SYMB_MEGA); in ARX_SPELLS_AnalyseSYMBOL()
1690 ARX_SOUND_PlaySFX(SND_SYMB_VITAE); in ARX_SPELLS_AnalyseSYMBOL()
2214 ARX_SOUND_PlaySFX(SND_MAGIC_FIZZLE); in No_MagicAllowed()
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H A DMissile.cpp164 ARX_SOUND_PlaySFX(SND_SPELL_FIRE_WIND, &missiles[i].startpos, 2.0F); in ARX_MISSILES_Spawn()
165 ARX_SOUND_PlaySFX(SND_SPELL_FIRE_LAUNCH, &missiles[i].startpos, 2.0F); in ARX_MISSILES_Spawn()
H A DPlayer.cpp284 ARX_SOUND_PlaySFX(SND_TORCH_END); in ARX_PLAYER_KillTorch()
323 ARX_SOUND_PlaySFX(SND_TORCH_START); in ARX_PLAYER_ClickedOnTorch()
324 ARX_SOUND_PlaySFX(SND_TORCH_LOOP, NULL, 1.0F, ARX_SOUND_PLAY_LOOPED); in ARX_PLAYER_ClickedOnTorch()
364 ARX_SOUND_PlaySFX(SND_TORCH_START); in ARX_PLAYER_ClickedOnTorch()
365 ARX_SOUND_PlaySFX(SND_TORCH_LOOP, NULL, 1.0F, ARX_SOUND_PLAY_LOOPED); in ARX_PLAYER_ClickedOnTorch()
394 ARX_SOUND_PlaySFX(SND_TORCH_END); in ARX_PLAYER_ManageTorch()
H A DDamage.cpp1006 ARX_SOUND_PlaySFX(SND_SPELL_MAGICAL_HIT, pos, 0.8F + 0.4F * rnd()); in ARX_DAMAGES_AddVisual()
1008 ARX_SOUND_PlaySFX(SND_SPELL_FIRE_HIT, pos, 0.8F + 0.4F * rnd()); in ARX_DAMAGES_AddVisual()
H A DNPC.cpp996 ARX_SOUND_PlaySFX(SND_PLOUF, &ppos); in CheckUnderWaterIO()
1003 ARX_SOUND_PlaySFX(SND_PLOUF, &ppos); in CheckUnderWaterIO()
1008 ARX_SOUND_PlaySFX(SND_TORCH_END, &ppos); in CheckUnderWaterIO()
4051 ARX_SOUND_PlaySFX(SND_TORCH_END, &io->pos); in ManageIgnition()
4196 ARX_SOUND_PlaySFX(io->ignit_sound, &position, 0.95F + 0.1F * rnd(), ARX_SOUND_PLAY_LOOPED); in ManageIgnition_2()
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/graphics/spells/
H A DSpells01.cpp184 ARX_SOUND_PlaySFX(SND_SPELL_MM_HIT, &_ePos); in LaunchMagicMissileExplosion()
262 ARX_SOUND_PlaySFX(SND_SPELL_MM_CREATE, &eCurPos); in Create()
263 ARX_SOUND_PlaySFX(SND_SPELL_MM_LAUNCH, &eCurPos); in Create()
264 snd_loop = ARX_SOUND_PlaySFX(SND_SPELL_MM_LOOP, &eCurPos, 1.0F, ARX_SOUND_PLAY_LOOPED); in Create()
810 ARX_SOUND_PlaySFX(SND_SPELL_IGNITE, &spells[spellinstance].caster_pos); in Action()
814 ARX_SOUND_PlaySFX(SND_SPELL_DOUSE, &spells[spellinstance].caster_pos); in Action()
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/scene/
H A DGameSound.h234 long ARX_SOUND_PlaySFX(audio::SourceId & sample_id, const Vec3f * position = NULL, float pitch = 1.…
H A DGameSound.cpp509 long ARX_SOUND_PlaySFX(SourceId & sample_id, const Vec3f * position, float pitch, SoundLoopMode loo… in ARX_SOUND_PlaySFX() function
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/core/
H A DCore.cpp1876 ARX_SOUND_PlaySFX(SND_TORCH_LOOP, NULL, 1.0F, ARX_SOUND_PLAY_LOOPED); in FirstFrameHandling()
2234 ARX_SOUND_PlaySFX(SND_SPELL_LIGHTNING_START, &io->obj->vertexlist3[id].v); in ManageCombatModeAnimations()
2275 ARX_SOUND_PlaySFX(SND_SPELL_LIGHTNING_START, &io->obj->vertexlist3[id].v); in ManageCombatModeAnimations()
3021 ARX_SOUND_PlaySFX(SND_QUAKE, NULL, 1.0F - 0.5F * QuakeFx.intensity); in AddQuakeFX()
3034 ARX_SOUND_PlaySFX(SND_QUAKE, NULL, 1.0F - 0.5F * QuakeFx.intensity); in AddQuakeFX()
3060 ARX_SOUND_PlaySFX(SND_QUAKE, NULL, 1.0F - 0.5F * QuakeFx.intensity); in ManageQuakeFX()
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/ai/
H A DPaths.cpp882 ARX_SOUND_PlaySFX(SND_SPELL_FIRE_HIT, &Thrown[i].position); in CheckExp()
1056 ARX_SOUND_PlaySFX(SND_PLOUF, &Thrown[i].position); in ARX_THROWN_OBJECT_Manage()
1062 ARX_SOUND_PlaySFX(SND_PLOUF, &Thrown[i].position); in ARX_THROWN_OBJECT_Manage()
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/gui/
H A DInterface.cpp1505 ARX_SOUND_PlaySFX(SND_TORCH_END); in ManageEditorControls()
1986 ARX_SOUND_PlaySFX(SND_WHOOSH, &pos); in ManageEditorControls()
2064 ARX_SOUND_PlaySFX(SND_TORCH_START, &GLight[i]->pos); in ManageEditorControls()
2073 ARX_SOUND_PlaySFX(SND_TORCH_END, &GLight[i]->pos); in ManageEditorControls()
2735 ARX_SOUND_PlaySFX(SND_MAGIC_AMBIENT, NULL, 1.0F, ARX_SOUND_PLAY_LOOPED); in ManagePlayerControls()
7471 ARX_SOUND_PlaySFX(SND_WHOOSH, &pos); in Manage3DCursor()
7523 ARX_SOUND_PlaySFX(SND_MAGIC_FIZZLE, &player.pos); in ARX_INTERFACE_RenderCursorInternal()
7544 ARX_SOUND_PlaySFX(SND_MAGIC_FIZZLE, &player.pos); in ARX_INTERFACE_RenderCursorInternal()
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/graphics/particle/
H A DParticleEffects.cpp977 ARX_SOUND_PlaySFX(SND_SPELL_FIRE_HIT, &poss); in Add3DBoom()
1792 ARX_SOUND_PlaySFX(gl->sample, &gl->pos, pitch, ARX_SOUND_PLAY_LOOPED); in TreatBackgroundActions()
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/animation/
H A DAnimationRender.cpp713 ARX_SOUND_PlaySFX(SND_SPELL_FIRE_HIT, &io->pos); in Cedric_ApplyLighting()