AvHAmbientSound.h

 ifndef AVH_AMBIENT_SOUND_H
define AVH_AMBIENT_SOUND_H
include "../types.h"
include "winsani_in.h"
include "fmod.h"
include "winsani_out.h"
include "ui/UIHud.h"
include "AvHSpecials.h"
include "AvHSharedTypes.h"
include "AvHConstants.h"
include "AvHParticleSystem.h"
include "../common/entity_state.h"
include "VGUI_ProgressBar.h"
include "ui/MarqueeComponent.h"
include "AvHOrder.h"
include "AvHMessage.h"
class AvHAmbientSound
{
public:
AvHAmbientSound(const string& inRelativeSoundName, int inVolume, int inFadeDistance, bool inLooping, const Vector& inPosition, int inEntIndex, float inTimeElapsed = -1);
AvHAmbientSound(const AvHAmbientSound& inSource);
void ClearData(); int GetEntityIndex() const; void SetPosition(const Vector& inPosition); void StartPlayingIfNot(); void UpdateVolume(const Vector& inListenerPosition);
private:
// Changing or adding data? Don't forget to put it in the copy constructor!
FSOUND_STREAM* mStream;
int mChannel;
bool mInitialized;
string mSoundName; int mVolume; int mFadeDistance; bool mLooping; Vector mPosition; int mEntityIndex; float mTimeElapsed;
};
endif