void C_SoundscapeSystem::Shutdown() { for ( int i = m_loopingSounds.Count() - 1; i >= 0; --i ) { loopingsound_t &sound = m_loopingSounds[i]; // sound is done, remove from list. StopLoopingSound( sound ); } // These are only necessary so we can use shutdown/init calls // to flush soundscape data m_loopingSounds.RemoveAll(); m_randomSounds.RemoveAll(); m_soundscapes.RemoveAll(); m_params.ent.Set( NULL ); m_params.soundscapeIndex = -1; while ( m_SoundscapeScripts.Count() > 0 ) { KeyValues *kv = m_SoundscapeScripts[ 0 ]; m_SoundscapeScripts.Remove( 0 ); kv->deleteThis(); } }
void CAudio::StopAllChannels (void) { #if 1 StopLoopingSound (); StopObjectSounds (); #endif for (int i = 0; i < MAX_SOUND_CHANNELS; i++) audio.StopSound (i); gameData.multiplayer.bMoving = -1; gameData.weapons.firing [0].bSound = 0; soundQueue.Init (); }
void CSkaterLoopingSoundComponent::Suspend ( bool suspend ) { CBaseComponent::Suspend(suspend); if (suspend) { StopLoopingSound(); } else { m_update_sound_info = true; } }
CSkaterLoopingSoundComponent::~CSkaterLoopingSoundComponent() { StopLoopingSound(); }