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