Class PointSoundEvent
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
point_soundevent. Plays a sound event, either the moment the map starts or whenever entity I/O tells it to.
public sealed class PointSoundEvent : BaseEntityInheritance
object ← BaseEntity ← PointSoundEvent
Inherited Members
BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.InPlayableWorld, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Constructors
PointSoundEvent(EntitySystem, EntitySpawnInfo)
Initializes a point_soundevent from its keyvalues.
public PointSoundEvent(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
IsPlaying
Gets whether the sound is playing.
public bool IsPlaying { get; }Property Value
SoundName
Gets the sound event this plays.
public string? SoundName { get; }Property Value
Methods
Activate()
Called once every entity in the map has spawned, for anything that needs to resolve other entities by name. Source's Activate.
public override void Activate()OnRemove()
Called as the entity leaves the world, before its nodes are taken out of the scene. Source's UpdateOnRemove: the place to let go of anything the entity started, such as a playing sound.
protected override void OnRemove()Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()StartSound()
Starts the sound, restarting it if it was already going.
public void StartSound()StopSound()
Stops the sound, if it is playing.
public void StopSound()Think()
Runs when comes due.
public override void Think()
