Planeshift
|
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.