CSoundEnt

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

Methods

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.

Properties

Declaration Description
const int m_cLastActiveSounds keeps track of the number of active sounds at the last update. (for diagnostic work)