📄 randomsoundfx.h
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// ----------------------------------------------------------------------- //
//
// MODULE : RandomSoundFX.h
//
// PURPOSE : Random sound effects
//
// CREATED : 08/23/98
//
// ----------------------------------------------------------------------- //
#ifndef __RANDOMSOUNDFX_H__
#define __RANDOMSOUNDFX_H__
#include "cpp_engineobjects_de.h"
#include "B2BaseClass.h"
#define RS_NUMSOUNDS 10
class RandomSoundFX : public B2BaseClass
{
public :
RandomSoundFX();
~RandomSoundFX();
protected :
DDWORD EngineMessageFn(DDWORD messageID, void *pData, DFLOAT fData);
DDWORD ObjectMessageFn(HOBJECT hSender, DDWORD messageID, HMESSAGEREAD hRead);
void HandleTrigger( HOBJECT hSender, HMESSAGEREAD hRead );
DBOOL ReadProp(ObjectCreateStruct *pData);
void PostPropRead(ObjectCreateStruct *pStruct);
DBOOL InitialUpdate(DVector *pMovement);
DBOOL Update();
private :
// Member Variables
DBOOL m_bOn; // Are we on?
DBOOL m_bPositional;
DBOOL m_bSequentialPlay;
DBOOL m_bLoopSequence;
DFLOAT m_fPosRangeRadius;
DFLOAT m_fSoundRadius;
DFLOAT m_fMinWaitTime;
DFLOAT m_fMaxWaitTime;
DBYTE m_nVolume;
DBYTE m_nNumSounds;
DBYTE m_nCurrentSound;
HSTRING m_hstrSoundFile[RS_NUMSOUNDS];
HSOUNDDE m_hsndSound;
// Member functions
void Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags);
void Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags);
void CacheFiles();
};
#endif // __RANDOMSOUNDFX_H__
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