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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.