game/game.c
/*	Each entity can have eight
	independant sound sources, like
	voice, weapon, feet, etc.
	Channel 0 is an auto-allocate
	channel, the others override
	anything allready running on that
	entity/channel pair.
	An attenuation of 0 will play full
	volume everywhere in the level.
	Larger attenuations will drop off.
*/
Each entity can have eight
independant sound sources, like
voice, weapon, feet, etc.
Channel 0 is an auto-allocate
channel, the others override
anything allready running on that
entity/channel pair.
An attenuation of 0 will play full
volume everywhere in the level.
Larger attenuations will drop off.
Each entity can have eight independant sound sources like voice weapon feet etc . Channel 0 is an auto - allocate channel the others override anything allready running on that entity / channel pair . An attenuation of 0 will play full volume everywhere in the level . Larger attenuations will drop off .
void Sound(ServerEntity_t *ent, AudioChannel_t channel, char *sound, int volume, float attenuation)
{
	Engine.Sound(ent,(int)channel,sound,volume,attenuation);
}
void Sound ( ServerEntity_t * ent , AudioChannel_t channel , char * sound , int volume , float attenuation ) { Engine . Sound ( ent , ( int ) channel , sound , volume , attenuation ) ; }
Each entity can have eight
independant sound sources, like
voice, weapon, feet, etc.
Each entity can have eight independant sound sources like voice weapon feet etc .
/* TODO
	// [21/3/2012] Revised ~hogsy
	#define SOUND_DEFAULT	0
	#define SOUND_REFERENCE	1

	ServerEntity_t *sound;

	if(type)
		sound = Entity_Spawn();
	else
		return;

	switch(type)
	{
	case SOUND_REFERENCE:
		if(volume >= 0.5f)
		{
			sound->v.cClassname = "sound_reference";

			SetOrigin(sound,ent->v.origin);

			sound->v.think		= RemoveEntity(ref);
			sound->v.dNextThink	= (Server.time+0.01)*volume;
		}
		else
			RemoveEntity(sound);
		break;
	default:
		RemoveEntity(sound);
	}
	*/