/* ================ rvHealingStation::IsPlaying ================ */ bool rvHealingStation::IsPlaying ( void ) { idSoundEmitter* emitter = soundSystem->EmitterForIndex ( SOUNDWORLD_GAME, GetSoundEmitter ( ) ); if( emitter ) { return ( emitter->CurrentlyPlaying ( ) ); } return false; }
/* ================ hhSound::Event_StartDelayedSoundShader ================ */ void hhSound::Event_StartDelayedSoundShader( const char *shaderName, const s_channelType channel, int soundShaderFlags, bool broadcast ) { int soundLength = 0; float volume = 0.0f; const idSoundShader *shader = declManager->FindSound( shaderName ); assert( shader ); if( !shader ) { return; } if( !GetSoundEmitter() || !GetSoundEmitter()->CurrentlyPlaying() ) { soundLength = idSound::StartSoundShader( shader, channel, soundShaderFlags, broadcast );//Not sure if we should broadcast positionOffset = DeterminePositionOffset(); if( DetermineVolume(volume) ) { HH_SetSoundVolume( volume, channel ); } } CancelEvents( &EV_StartDelayedSoundShader ); PostEventSec( &EV_StartDelayedSoundShader, MS2SEC(soundLength) + RandomRange(spawnArgs.GetFloat("s_minDelay"), spawnArgs.GetFloat("s_maxDelay")), shaderName, (int)channel, (int)soundShaderFlags, (int)broadcast ); }