Searched refs:sound_environment (Results 1 – 15 of 15) sorted by relevance
79 sound_env *m_env = &The_mission.sound_environment; in BEGIN_MESSAGE_MAP()110 sound_env *m_env = &The_mission.sound_environment; in OnOK()156 sound_env *m_env = &The_mission.sound_environment; in query_modified()
1013 The_mission.sound_environment.id = -1; in clear_mission()
2735 sound_env *m_env = &The_mission.sound_environment; in save_mission_info()
985 The_mission.sound_environment.id = -1; in clear_mission()
620 sound_env *m_env = &The_mission.sound_environment; in save_mission_info()
118 sound_env sound_environment; variable174 sound_environment.id = -1; in Reset_header()
132 sound_env sound_environment; member177 sound_environment.id = -1; in Reset()
775 pm->sound_environment.id = -1; in parse_mission_info()783 sound_env_get(&pm->sound_environment, preset_id); in parse_mission_info()789 stuff_float(&pm->sound_environment.volume); in parse_mission_info()793 stuff_float(&pm->sound_environment.damping); in parse_mission_info()797 stuff_float(&pm->sound_environment.decay); in parse_mission_info()
159 sound_env sound_environment; member203 sound_environment.id = -1; in Reset()
760 pm->sound_environment.id = -1; in MONITOR()768 sound_env_get(&pm->sound_environment, preset_id); in MONITOR()774 stuff_float(&pm->sound_environment.volume); in MONITOR()778 stuff_float(&pm->sound_environment.damping); in MONITOR()782 stuff_float(&pm->sound_environment.decay); in MONITOR()
1213 if (The_mission.sound_environment.id >= 0) { in game_assign_sound_environment()1214 Game_sound_env = The_mission.sound_environment; in game_assign_sound_environment()
1295 if (The_mission.sound_environment.id >= 0) { in game_assign_sound_environment()1296 Game_sound_env = The_mission.sound_environment; in game_assign_sound_environment()
551 The_mission.sound_environment.id = -1; in clearMission()
2448 sound_env* m_env = &The_mission.sound_environment; in save_mission_info()