/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/game/ |
H A D | Spells.cpp | 1471 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() [all …]
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H A D | Missile.cpp | 164 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()
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H A D | Player.cpp | 284 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()
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H A D | Damage.cpp | 1006 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()
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H A D | NPC.cpp | 996 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()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/graphics/spells/ |
H A D | Spells01.cpp | 184 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()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/scene/ |
H A D | GameSound.h | 234 long ARX_SOUND_PlaySFX(audio::SourceId & sample_id, const Vec3f * position = NULL, float pitch = 1.…
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H A D | GameSound.cpp | 509 long ARX_SOUND_PlaySFX(SourceId & sample_id, const Vec3f * position, float pitch, SoundLoopMode loo… in ARX_SOUND_PlaySFX() function
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/core/ |
H A D | Core.cpp | 1876 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()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/ai/ |
H A D | Paths.cpp | 882 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()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/gui/ |
H A D | Interface.cpp | 1505 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()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/graphics/particle/ |
H A D | ParticleEffects.cpp | 977 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()
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/animation/ |
H A D | AnimationRender.cpp | 713 ARX_SOUND_PlaySFX(SND_SPELL_FIRE_HIT, &io->pos); in Cedric_ApplyLighting()
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