📄 soundfx.h
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// ----------------------------------------------------------------------- //
//
// MODULE : SoundFX.h
//
// PURPOSE : SoundFX Inventory Item
//
// CREATED : 02/03/98
//
// ----------------------------------------------------------------------- //
#ifndef __SOUND_FX_H__
#define __SOUND_FX_H__
#include "cpp_engineobjects_de.h"
#include "Destructable.h"
#include "B2BaseClass.h"
#define SNDFX_OFF 0
#define SNDFX_RAMPUP 1
#define SNDFX_ON 2
#define SNDFX_RAMPDOWN 3
class SoundFX : public B2BaseClass
{
public :
SoundFX();
~SoundFX();
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();
void Save(HMESSAGEWRITE hWrite, DDWORD dwSaveFlags);
void Load(HMESSAGEREAD hRead, DDWORD dwLoadFlags);
void UpdateSound();
void CacheFiles();
protected :
// Member Variables
DBOOL m_bStartOn;
DBYTE m_byState; // State
HSTRING m_hstrRampUpSound;
HSTRING m_hstrRampDownSound;
HSTRING m_hstrSound;
HSOUNDDE m_hsndSound;
float m_fOuterRadius;
float m_fInnerRadius;
DBYTE m_nVolume;
DBOOL m_bAmbient;
DBOOL m_bFileStream;
unsigned char m_nPriority;
};
#endif // __SOUND_FX_H__
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