/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/radar/ |
H A D | radardradis.h | 52 gamesnd_id m_loop_snd; 55 gamesnd_id arrival_beep_snd; 56 gamesnd_id departure_beep_snd; 58 gamesnd_id m_stealth_arrival_snd; 59 gamesnd_id stealth_departure_snd; 71 …tSound(gamesnd_id loop_snd, float _loop_sound_volume, gamesnd_id arrival_snd, gamesnd_id departue…
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H A D | radardradis.cpp | 703 …itSound(gamesnd_id loop_snd, float _loop_snd_volume, gamesnd_id arrival_snd, gamesnd_id departure_… in initSound()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/model/ |
H A D | modelanim.h | 77 gamesnd_id start_sound; 78 gamesnd_id loop_sound; 79 gamesnd_id end_sound; 103 gamesnd_id start_sound; 104 gamesnd_id loop_sound; 105 gamesnd_id end_sound; 106 gamesnd_id current_snd; 107 gamesnd_id current_snd_index;
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H A D | modelanim.cpp | 105 current_snd = gamesnd_id(); in start() 202 start_sound = gamesnd_id(); in clear() 203 loop_sound = gamesnd_id(); in clear() 204 end_sound = gamesnd_id(); in clear() 205 current_snd = gamesnd_id(); in clear() 206 current_snd_index = gamesnd_id(); in clear() 371 qa->start_sound = gamesnd_id(); in queued_animation_init() 372 qa->loop_sound = gamesnd_id(); in queued_animation_init() 373 qa->end_sound = gamesnd_id(); in queued_animation_init()
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H A D | model.h | 168 gamesnd_id turret_base_rotation_snd; // Sound to make when the turret moves 170 gamesnd_id turret_gun_rotation_snd; // Sound to make when the turret moves 175 gamesnd_id alive_snd; //Sound to make while the subsystem is not-dead 176 gamesnd_id dead_snd; //Sound to make when the subsystem is dead. 177 gamesnd_id rotation_snd; //Sound to make when the subsystem is rotating. (ie turrets)
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/gamesnd/ |
H A D | gamesnd.h | 331 class gamesnd_id : public util::ID<gamesnd_id_tag, int, -1> { 333 …/*implicit*/ gamesnd_id(GameSounds snd) : util::ID<gamesnd_id_tag, int, -1>(static_cast<int>(snd))… in gamesnd_id() function 334 explicit gamesnd_id(int val) : ID(val) { in gamesnd_id() function 336 gamesnd_id() { in gamesnd_id() function 366 gamesnd_id gamesnd_get_by_name(const char* name); 368 gamesnd_id gamesnd_get_by_tbl_index(int index); 373 bool parse_game_sound(const char* tag, gamesnd_id* idx_dest); 375 gamesnd_id parse_game_sound_inline(); 388 game_snd* gamesnd_get_game_sound(gamesnd_id handle); 402 bool gamesnd_game_sound_valid(gamesnd_id sound);
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H A D | gamesnd.cpp | 303 gamesnd_id gamesnd_get_by_name(const char* name) in gamesnd_get_by_name() 309 return gamesnd_id(-1); in gamesnd_get_by_name() 342 return gamesnd_id(index); in gamesnd_get_by_name() 384 gamesnd_id gamesnd_get_by_tbl_index(int index) in gamesnd_get_by_tbl_index() 392 return gamesnd_id(); in gamesnd_get_by_tbl_index() 394 return gamesnd_id(idx); in gamesnd_get_by_tbl_index() 425 bool parse_game_sound(const char* tag, gamesnd_id* idx_dest) in parse_game_sound() 440 gamesnd_id parse_game_sound_inline() in parse_game_sound_inline() 1328 game_snd* gamesnd_get_game_sound(gamesnd_id handle) { in gamesnd_get_game_sound() 1339 bool gamesnd_game_sound_valid(gamesnd_id sound) { in gamesnd_game_sound_valid()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/fireball/ |
H A D | fireballs.h | 91 gamesnd_id warp_open_sound_index; 92 gamesnd_id warp_close_sound_index; 115 …r, int low_res=0, int extra_flags=0, gamesnd_id warp_open_sound=gamesnd_id(), gamesnd_id warp_clos…
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H A D | fireballs.cpp | 64 gamesnd_id sound_index; in fireball_play_warphole_open_sound() 74 sound_index = gamesnd_id(GameSounds::WARP_IN); in fireball_play_warphole_open_sound() 80 sound_index = gamesnd_id(GameSounds::CAPITAL_WARP_IN); in fireball_play_warphole_open_sound() 96 gamesnd_id sound_index; in fireball_play_warphole_close_sound() 102 sound_index = gamesnd_id(GameSounds::WARP_OUT); in fireball_play_warphole_close_sound() 107 sound_index = gamesnd_id(GameSounds::CAPITAL_WARP_OUT); in fireball_play_warphole_close_sound() 768 …, matrix *orient_override, int low_res, int extra_flags, gamesnd_id warp_open_sound, gamesnd_id wa… in fireball_create()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/ |
H A D | weapon.h | 230 gamesnd_id beam_loop_sound; // looping beam sound 231 gamesnd_id beam_warmup_sound; // warmup sound 232 gamesnd_id beam_warmdown_sound; // warmdown sound 433 gamesnd_id pre_launch_snd; 435 gamesnd_id launch_snd; 436 gamesnd_id impact_snd; 437 gamesnd_id disarmed_impact_snd; 438 gamesnd_id flyby_snd; // whizz-by sound, transmitted through weapon's portable atmosphere. 439 gamesnd_id ambient_snd; 441 gamesnd_id hud_tracking_snd; // Sound played when the player is tracking a target with this weapon [all …]
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/object/ |
H A D | objectsnd.h | 43 int obj_snd_assign(int objnum, gamesnd_id sndnum, const vec3d *pos, int flags = 0, const ship_subsy… 49 void obj_snd_delete_type(int objnum, gamesnd_id sndnum = gamesnd_id(), ship_subsys *ss = NULL);
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H A D | objectsnd.cpp | 39 gamesnd_id id; // Index into Snds[] array 701 int obj_snd_assign(int objnum, gamesnd_id sndnum, const vec3d *pos, int flags, const ship_subsys *a… in obj_snd_assign() 803 void obj_snd_delete_type(int objnum, gamesnd_id sndnum, ship_subsys *ss) in obj_snd_delete_type()
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H A D | collideshipship.cpp | 913 gamesnd_id choose_collision_sound(gamesnd_id default_snd, object *A, object *B) in choose_collision_sound() 915 gamesnd_id a_snd, b_snd; in choose_collision_sound() 917 if (default_snd == gamesnd_id(GameSounds::SHIP_SHIP_HEAVY)) in choose_collision_sound() 929 else if (default_snd == gamesnd_id(GameSounds::SHIP_SHIP_LIGHT)) in choose_collision_sound() 941 else if (default_snd == gamesnd_id(GameSounds::SHIP_SHIP_SHIELD)) in choose_collision_sound()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/scripting/api/objs/ |
H A D | sound.h | 14 gamesnd_id idx; 18 explicit sound_entry_h(gamesnd_id n_idx); 34 sound_h(gamesnd_id n_gs_idx, sound_handle n_sig);
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H A D | sound.cpp | 14 sound_entry_h::sound_entry_h(gamesnd_id n_idx) { in sound_entry_h() 128 sound_h::sound_h(gamesnd_id n_gs_idx, sound_handle n_sig) : sound_entry_h(n_gs_idx) { sig = n_sig; } in sound_h() 412 return ade_set_args(L, "o", l_Sound.Set(sound_h(gamesnd_id(), snd_handle)));
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ship/ |
H A D | ship.h | 971 gamesnd_id start_snd; 972 gamesnd_id loop_snd; 973 gamesnd_id stop_snd; 992 start_snd = gamesnd_id(); in reset() 993 loop_snd = gamesnd_id(); in reset() 994 stop_snd = gamesnd_id(); in reset() 1037 gamesnd_id collision_sound_light_idx; 1165 gamesnd_id debris_ambient_sound; 1168 gamesnd_id debris_explosion_sound; 1368 gamesnd_id autoaim_lock_snd; [all …]
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H A D | shipfx.h | 94 gamesnd_id snd_start; 95 gamesnd_id snd_end;
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H A D | ship.cpp | 1884 engine_snd = gamesnd_id(); in ship_info() 1887 glide_end_snd = gamesnd_id(); in ship_info() 1888 flyby_snd = gamesnd_id(); in ship_info() 2227 gamesnd_id temp_index; in parse_ship_sound() 8519 gamesnd_id sound_index; in ship_dying_frame() 11358 sound_played = gamesnd_id(); in ship_fire_primary() 14403 gamesnd_id sound_index; in ship_do_rearm_frame() 14430 gamesnd_id sound_index; in ship_do_rearm_frame() 14462 gamesnd_id sound_index; in ship_do_rearm_frame() 19285 return gamesnd_id(id); in ship_get_sound() [all …]
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H A D | shipfx.cpp | 2776 gamesnd_id su_Sound; 2788 CombinedVariable(gamesnd_id n_snd); 2803 gamesnd_id getSound(); 2850 CombinedVariable::CombinedVariable(gamesnd_id n_snd) { in CombinedVariable() 2937 gamesnd_id CombinedVariable::getSound() in getSound()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/ |
H A D | hudartillery.h | 43 gamesnd_id sound_index;
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H A D | hudartillery.cpp | 205 s.sound_index = gamesnd_id(); in parse_ssm()
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H A D | hudparse.cpp | 2905 gamesnd_id loop_snd; in load_gauge_radar_dradis() 2908 gamesnd_id arrival_beep_snd; in load_gauge_radar_dradis() 2909 gamesnd_id departure_beep_snd; in load_gauge_radar_dradis() 2911 gamesnd_id stealth_arrival_snd; in load_gauge_radar_dradis() 2912 gamesnd_id stealth_departure_snd; in load_gauge_radar_dradis()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/debris/ |
H A D | debris.h | 40 gamesnd_id ambient_sound; // Ambient looping sound
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/scripting/api/libs/ |
H A D | audio.cpp | 53 gamesnd_id index;
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/asteroid/ |
H A D | asteroid.cpp | 1273 gamesnd_id sound_index; in asteroid_explode_sound() 1278 sound_index = gamesnd_id(GameSounds::ASTEROID_EXPLODE_SMALL); in asteroid_explode_sound() 1283 sound_index = gamesnd_id(GameSounds::ASTEROID_EXPLODE_LARGE); in asteroid_explode_sound()
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