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Planeshift
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work in progress - Looks like a mishap. More...
#include <pssoundsector.h>
Public Member Functions | |
| void | AddAmbient (csRef< iDocumentNode > Node) |
| void | AddEmitter (csRef< iDocumentNode > Node) |
| Adds one emitter from the current array of known emitters. More... | |
| void | AddEntityDefinition (csRef< iDocumentNode > entityNode) |
| Loads an ENTITY entry from an xml file and generates an entity sound definition. More... | |
| void | AddMusic (csRef< iDocumentNode > Node) |
| void | AddObjectEntity (iMeshWrapper *mesh, const char *meshName) |
| Adds an object entity to be managed from the sector. More... | |
| void | Delete () |
| void | DeleteAmbient (psMusic *&ambient) |
| void | DeleteEmitter (psEmitter *&emitter) |
| Deletes one emitter from the current array of known emitters. More... | |
| void | DeleteEntity (psEntity *&entity) |
| void | DeleteMusic (psMusic *&music) |
| void | Load (csRef< iDocumentNode > sectorNode) |
| Loads the sector's definition from the given node. More... | |
| psSoundSector (iObjectRegistry *objectReg) | |
| Create an empty psSoundSector with no musics, ambients, emitters and entities. More... | |
| psSoundSector (csRef< iDocumentNode > sectorNode, iObjectRegistry *objectReg) | |
| Creates a sound sector and loads its definition. More... | |
| void | Reload (csRef< iDocumentNode > sector) |
| void | RemoveObjectEntity (iMeshWrapper *mesh, const char *meshName) |
| Removes an object entity managed from the sector. More... | |
| void | SetEntityState (int state, iMeshWrapper *mesh, const char *actorName, bool forceChange) |
| Sets the new state for the entity associated to the given mesh. More... | |
| void | UpdateAllEmitters (SoundControl *&ctrl) |
| Start/stops all emitters based on distance and time of the day. More... | |
| void | UpdateAllEntities (SoundControl *&ctrl) |
| Update all entities times, and based on their status generate a sound. More... | |
| void | UpdateAmbient (int type, SoundControl *&ctrl) |
| void | UpdateEntity (iMeshWrapper *mesh, const char *meshName, SoundControl *&ctrl) |
| Updates an object entity managed from the sector. More... | |
| void | UpdateMusic (bool loopToggle, int type, SoundControl *&ctrl) |
| ~psSoundSector () | |
| Destructor. More... | |
Public Attributes | |
| bool | active |
| is this sector active? More... | |
| psMusic * | activeambient |
| active ambient music More... | |
| psMusic * | activemusic |
| active music More... | |
| csArray< psMusic * > | ambientarray |
| array of available ambients More... | |
| csArray< psEmitter * > | emitterarray |
| array of emitters More... | |
| csHash< psEntity *, csString > | factories |
| hash of factory entities More... | |
| csHash< psEntity *, csString > | meshes |
| hash of mesh entities More... | |
| csArray< psMusic * > | musicarray |
| array of available musics More... | |
| csString | name |
| name of this sector More... | |
| csHash< psEntity *, uint > | tempEntities |
| hash of all the temporary psEntites (i.e. associated to a specific mesh) More... | |
work in progress - Looks like a mishap.
I hope find a object where i can merge this into
Definition at line 48 of file pssoundsector.h.
| psSoundSector::psSoundSector | ( | iObjectRegistry * | objectReg | ) |
Create an empty psSoundSector with no musics, ambients, emitters and entities.
| objectReg | the object registry. |
| psSoundSector::psSoundSector | ( | csRef< iDocumentNode > | sectorNode, |
| iObjectRegistry * | objectReg | ||
| ) |
Creates a sound sector and loads its definition.
This is exactly identical to calling the normal constructor and then Load().
| objectReg | the object registry. |
| sectorNode | iDocumentNode that contains the sector's definition. |
| psSoundSector::~psSoundSector | ( | ) |
Destructor.
Cleans all arrays
| void psSoundSector::AddAmbient | ( | csRef< iDocumentNode > | Node | ) |
| void psSoundSector::AddEmitter | ( | csRef< iDocumentNode > | Node | ) |
Adds one emitter from the current array of known emitters.
| ctrl | The sound control to be used to handle the update. |
| void psSoundSector::AddEntityDefinition | ( | csRef< iDocumentNode > | entityNode | ) |
Loads an ENTITY entry from an xml file and generates an entity sound definition.
| entityNode | xml node to load |
| void psSoundSector::AddMusic | ( | csRef< iDocumentNode > | Node | ) |
| void psSoundSector::AddObjectEntity | ( | iMeshWrapper * | mesh, |
| const char * | meshName | ||
| ) |
Adds an object entity to be managed from the sector.
| mesh | The mesh associated to the entity. |
| meshName | the name associated to the entity. |
| void psSoundSector::Delete | ( | ) |
| void psSoundSector::DeleteAmbient | ( | psMusic *& | ambient | ) |
| void psSoundSector::DeleteEmitter | ( | psEmitter *& | emitter | ) |
Deletes one emitter from the current array of known emitters.
| ctrl | The sound control to be used to handle the update. |
| void psSoundSector::DeleteEntity | ( | psEntity *& | entity | ) |
| void psSoundSector::DeleteMusic | ( | psMusic *& | music | ) |
| void psSoundSector::Load | ( | csRef< iDocumentNode > | sectorNode | ) |
Loads the sector's definition from the given node.
This does not delete the previous data so, if called twice, the new definition is "appended" to the old one.
| sectorNode | the node containing the sector's definition. |
| void psSoundSector::Reload | ( | csRef< iDocumentNode > | sector | ) |
| void psSoundSector::RemoveObjectEntity | ( | iMeshWrapper * | mesh, |
| const char * | meshName | ||
| ) |
Removes an object entity managed from the sector.
| mesh | The mesh associated to the entity. |
| meshName | the name associated to the entity. |
| void psSoundSector::SetEntityState | ( | int | state, |
| iMeshWrapper * | mesh, | ||
| const char * | actorName, | ||
| bool | forceChange | ||
| ) |
Sets the new state for the entity associated to the given mesh.
If it is already playing a sound, it is stopped.
| state | the new state >= 0 for the entity. For negative value the function is not defined. |
| mesh | the mesh associated to the entity. |
| actorName | the name associated to the entity. |
| forceChange | if it is false the entity does not change its state if the new one is not defined. If it is true the entity stops play any sound until a new valid state is defined. |
| void psSoundSector::UpdateAllEmitters | ( | SoundControl *& | ctrl | ) |
Start/stops all emitters based on distance and time of the day.
| ctrl | The sound control to be used to handle the update. |
| void psSoundSector::UpdateAllEntities | ( | SoundControl *& | ctrl | ) |
Update all entities times, and based on their status generate a sound.
| ctrl | The sound control to be used to handle the update. |
| void psSoundSector::UpdateAmbient | ( | int | type, |
| SoundControl *& | ctrl | ||
| ) |
| void psSoundSector::UpdateEntity | ( | iMeshWrapper * | mesh, |
| const char * | meshName, | ||
| SoundControl *& | ctrl | ||
| ) |
Updates an object entity managed from the sector.
| mesh | The mesh associated to the entity. |
| meshName | the name associated to the entity. |
| ctrl | The sound control to be used to handle the update. |
| void psSoundSector::UpdateMusic | ( | bool | loopToggle, |
| int | type, | ||
| SoundControl *& | ctrl | ||
| ) |
| bool psSoundSector::active |
is this sector active?
Definition at line 52 of file pssoundsector.h.
| psMusic* psSoundSector::activeambient |
active ambient music
Definition at line 53 of file pssoundsector.h.
| psMusic* psSoundSector::activemusic |
active music
Definition at line 54 of file pssoundsector.h.
| csArray<psMusic*> psSoundSector::ambientarray |
array of available ambients
Definition at line 55 of file pssoundsector.h.
| csArray<psEmitter*> psSoundSector::emitterarray |
array of emitters
Definition at line 57 of file pssoundsector.h.
| csHash<psEntity*, csString> psSoundSector::factories |
hash of factory entities
Definition at line 58 of file pssoundsector.h.
| csHash<psEntity*, csString> psSoundSector::meshes |
hash of mesh entities
Definition at line 59 of file pssoundsector.h.
| csArray<psMusic*> psSoundSector::musicarray |
array of available musics
Definition at line 56 of file pssoundsector.h.
| csString psSoundSector::name |
name of this sector
Definition at line 51 of file pssoundsector.h.
| csHash<psEntity*, uint> psSoundSector::tempEntities |
hash of all the temporary psEntites (i.e. associated to a specific mesh)
Definition at line 60 of file pssoundsector.h.