1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
8 
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.
21 
22 In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code.  If not, please request a copy in writing from id Software at the address below.
23 
24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
25 
26 ===========================================================================
27 */
28 
29 #ifndef __GAME_SOUND_H__
30 #define __GAME_SOUND_H__
31 
32 #include "Entity.h"
33 
34 /*
35 ===============================================================================
36 
37   Generic sound emitter.
38 
39 ===============================================================================
40 */
41 
42 class idSound : public idEntity {
43 public:
44 	CLASS_PROTOTYPE( idSound );
45 
46 					idSound( void );
47 
48 	void			Save( idSaveGame *savefile ) const;
49 	void			Restore( idRestoreGame *savefile );
50 
51 	virtual void	UpdateChangeableSpawnArgs( const idDict *source );
52 
53 	void			Spawn( void );
54 
55 	void			ToggleOnOff( idEntity *other, idEntity *activator );
56 	void			Think( void );
57 	void			SetSound( const char *sound, int channel = SND_CHANNEL_ANY );
58 
59 	virtual void	ShowEditingDialog( void );
60 
61 private:
62 	float			lastSoundVol;
63 	float			soundVol;
64 	float			random;
65 	float			wait;
66 	bool			timerOn;
67 	idVec3			shakeTranslate;
68 	idAngles		shakeRotate;
69 	int				playingUntilTime;
70 
71 	void			Event_Trigger( idEntity *activator );
72 	void			Event_Timer( void );
73 	void			Event_On( void );
74 	void			Event_Off( void );
75 	void			DoSound( bool play );
76 };
77 
78 #endif /* !__GAME_SOUND_H__ */
79