#ifndef SOUND_H #define SOUND_H // Play all sounds via sound7, for access to the extra channels. // Otherwise, channels 8 to 15 would be blocked for a weird QW feature. #ifdef SVQC #define _sound(e, c, s, v, a) do { \ entity __e = e; \ if (!sound_allowed(MSG_BROADCAST, __e)) break; \ sound7(__e, c, s, v, a, 0, 0); \ } while (0) #else #define _sound(e, c, s, v, a) sound7(e, c, s, v, a, 0, 0) #endif #define sound(e, c, s, v, a) _sound(e, c, s.sound_str(), v, a) CLASS(Sound, Object) ATTRIB(Sound, m_id, int, 0) ATTRIB(Sound, sound_str, string(), func_null) CONSTRUCTOR(Sound, string() path) { CONSTRUCT(Sound); this.sound_str = path; } METHOD(Sound, sound_precache, void(entity this)) { string s = this.sound_str(); if (s && s != "" && !fexists(strcat("sound/", s))) { LOG_WARNINGF("Missing sound: \"%s\"\n", s); return; } LOG_TRACEF("precache_sound(\"%s\")\n", s); precache_sound(s); } ENDCLASS(Sound) #endif