//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef SND_SFX_H #define SND_SFX_H #if defined( _WIN32 ) #pragma once #endif class CAudioSource; class CSfxTable { public: CSfxTable(); // gets sound name, possible decoracted with prefixes virtual const char *getname(); // gets the filename, the part after the optional prefixes const char *GetFileName(); FileNameHandle_t GetFileNameHandle(); void SetNamePoolIndex( int index ); bool IsPrecachedSound(); void OnNameChanged( const char *pName ); int m_namePoolIndex; CAudioSource *pSource; bool m_bUseErrorFilename : 1; bool m_bIsUISound : 1; bool m_bIsLateLoad : 1; bool m_bMixGroupsCached : 1; byte m_mixGroupCount; // UNDONE: Use a fixed bit vec here? byte m_mixGroupList[8]; private: // Only set in debug mode so you can see the name. const char *m_pDebugName; }; #endif // SND_SFX_H