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Searched refs:ARX_SOUND_RefreshPosition (Results 1 – 6 of 6) sorted by relevance

/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/scene/
H A DGameSound.h249 void ARX_SOUND_RefreshPosition(audio::SourceId & sample_id, const Vec3f * position = NULL);
H A DGameSound.cpp909 void ARX_SOUND_RefreshPosition(SourceId & sample_id, const Vec3f * position) { in ARX_SOUND_RefreshPosition() function
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/game/
H A DSpells.cpp6163 ARX_SOUND_RefreshPosition(spells[i].snd_loop); in ARX_SPELLS_Update()
6337 ARX_SOUND_RefreshPosition(spells[i].snd_loop, &pCF->eCurPos); in ARX_SPELLS_Update()
6349 if (spells[i].caster == 0) ARX_SOUND_RefreshPosition(spells[i].snd_loop); in ARX_SPELLS_Update()
6477 ARX_SOUND_RefreshPosition(spells[i].snd_loop); in ARX_SPELLS_Update()
7052 ARX_SOUND_RefreshPosition(spells[i].snd_loop, &entities[spells[i].caster]->pos); in ARX_SPELLS_Update()
7095 ARX_SOUND_RefreshPosition(spells[i].snd_loop, &entities[spells[i].caster]->pos); in ARX_SPELLS_Update()
7121 ARX_SOUND_RefreshPosition(spells[i].snd_loop, &position); in ARX_SPELLS_Update()
7176 ARX_SOUND_RefreshPosition(spells[i].snd_loop); in ARX_SPELLS_Update()
7295 ARX_SOUND_RefreshPosition(spells[i].snd_loop, &cabalpos); in ARX_SPELLS_Update()
7392 ARX_SOUND_RefreshPosition(spells[i].snd_loop, &cabalpos); in ARX_SPELLS_Update()
H A DNPC.cpp4198 else ARX_SOUND_RefreshPosition(io->ignit_sound, &position); in ManageIgnition_2()
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/graphics/spells/
H A DSpells01.cpp290 ARX_SOUND_RefreshPosition(snd_loop, &eCurPos); in Update()
/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/graphics/particle/
H A DParticleEffects.cpp1794 ARX_SOUND_RefreshPosition(gl->sample, &gl->pos); in TreatBackgroundActions()