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Copy file name to clipboardExpand all lines: Core/GameEngine/Include/Common/AudioEventInfo.h
+7-7Lines changed: 7 additions & 7 deletions
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@@ -69,7 +69,7 @@ enum SoundType CPP_11(: Int)
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ST_PLAYER = 0x0020,
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ST_ALLIES = 0x0040,
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ST_ENEMIES = 0x0080,
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ST_EVERYONE = 0x0100,
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ST_EVERYONE = 0x0100,
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};
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externconstchar *theAudioControlNames[];
@@ -97,11 +97,11 @@ struct AudioEventInfo : public MemoryPoolObject
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Real m_minVolume; // Clamped minimum value, useful when muting sound effects
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Real m_pitchShiftMin; // minimum pitch shift value
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Real m_pitchShiftMax; // maximum pitch shift value
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Int m_delayMin; // minimum delay before we'll fire up another one of these
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Int m_delayMax; // maximum delay before we'll fire up another one of these
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Int m_delayMin; // minimum delay before we'll fire up another one of these
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Int m_delayMax; // maximum delay before we'll fire up another one of these
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Int m_limit; // Limit to the number of these sounds that can be fired up simultaneously
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Int m_loopCount; // number of times to loop this sound
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AudioPriority m_priority; // Priority of this sound
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UnsignedInt m_type; // Type of sound
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UnsignedInt m_control; // control of sound
@@ -119,8 +119,8 @@ struct AudioEventInfo : public MemoryPoolObject
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Real m_maxDistance; // greater than this distance and the sound behaves as though it is muted
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AudioType m_soundType; // This should be either Music, Streaming or SoundEffect
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// DynamicAudioEventInfo interfacing functions
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virtual Bool isLevelSpecific() const { returnfalse; } ///< If true, this sound is only defined on the current level and can be deleted when that level ends
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virtual DynamicAudioEventInfo * getDynamicAudioEventInfo() { returnNULL; } ///< If this object is REALLY a DynamicAudioEventInfo, return a pointer to the derived class
@@ -129,7 +129,7 @@ struct AudioEventInfo : public MemoryPoolObject
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/// Is this a permenant sound? That is, if I start this sound up, will it ever end
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