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Searched refs:gamesnd_id (Results 1 – 25 of 33) sorted by relevance

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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/radar/
H A Dradardradis.h52 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…
H A Dradardradis.cpp703 …itSound(gamesnd_id loop_snd, float _loop_snd_volume, gamesnd_id arrival_snd, gamesnd_id departure_… in initSound()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/model/
H A Dmodelanim.h77 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;
H A Dmodelanim.cpp105 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()
H A Dmodel.h168 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)
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/gamesnd/
H A Dgamesnd.h331 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);
H A Dgamesnd.cpp303 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()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/fireball/
H A Dfireballs.h91 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…
H A Dfireballs.cpp64 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()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/weapon/
H A Dweapon.h230 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 …]
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/object/
H A Dobjectsnd.h43 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);
H A Dobjectsnd.cpp39 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()
H A Dcollideshipship.cpp913 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()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/scripting/api/objs/
H A Dsound.h14 gamesnd_id idx;
18 explicit sound_entry_h(gamesnd_id n_idx);
34 sound_h(gamesnd_id n_gs_idx, sound_handle n_sig);
H A Dsound.cpp14 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)));
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ship/
H A Dship.h971 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 …]
H A Dshipfx.h94 gamesnd_id snd_start;
95 gamesnd_id snd_end;
H A Dship.cpp1884 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 …]
H A Dshipfx.cpp2776 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()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/
H A Dhudartillery.h43 gamesnd_id sound_index;
H A Dhudartillery.cpp205 s.sound_index = gamesnd_id(); in parse_ssm()
H A Dhudparse.cpp2905 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()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/debris/
H A Ddebris.h40 gamesnd_id ambient_sound; // Ambient looping sound
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/scripting/api/libs/
H A Daudio.cpp53 gamesnd_id index;
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/asteroid/
H A Dasteroid.cpp1273 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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