Sound manager entity. Manages sound events made in the world, like gunfire.
Does not handle the playing of sounds, see CSoundEngine for actual sound playing.
Type: Reference type
| Declaration | Description |
|---|---|
| void InsertSound(int iType, const Vector& in vecOrigin, int iVolume, float flDuration, CBaseEntity@ pOwner) | Inserts a sound. iType is one of the bits_SOUND enum. |
| int ActiveList() | Returns the head of the active list. |
| int FreeList() | Returns the head of the free list. |
| CSound@ SoundPointerForIndex(int iIndex) | Return a pointer for this index in the sound list. Index must be between 0 and MAX_WORLD_SOUNDS. |
| int ClientSoundIndex(edict_t@ pClient) | Gets the index for the given client. |
| bool IsEmpty() | Returns whether the sound list is empty. |
| int ISoundsInList(int iListType) | Returns the number of sounds in the given list. Must be either SOUNDLISTTYPE_FREE or SOUNDLISTTYPE_ACTIVE. |
| Declaration | Description |
|---|---|
| const int m_cLastActiveSounds | keeps track of the number of active sounds at the last update. (for diagnostic work) |