, including all inherited members.
AddObjectEntity(iMeshWrapper *mesh, const char *meshName) | SoundManager | [virtual] |
AddSndQueue(int queueID, SndCtrlID sndCtrlID) | SoundManager | [virtual] |
const | SoundManager | |
CS_EVENTHANDLER_NAMES("crystalspace.planeshift.sound") virtual const csHandlerID *GenericPrec(csRef< iEventHandlerRegistry > &ehr | SoundManager | |
enr | SoundManager | |
GenericSucc(csRef< iEventHandlerRegistry > &ehr, csRef< iEventNameRegistry > &enr, csEventID id) const | SoundManager | [inline, virtual] |
GetCombatStance() const | SoundManager | [virtual] |
GetPosition() const | SoundManager | [virtual] |
GetSndCtrl(SndCtrlID sndCtrlID) | SoundManager | [virtual] |
HandleEvent(iEvent &e) | SoundManager | [virtual] |
Initialize(iObjectRegistry *objReg) | SoundManager | [virtual] |
InitializeSectors() | SoundManager | [virtual] |
IsChatToggleOn() | SoundManager | [virtual] |
IsCombatMusicToggleOn() | SoundManager | [virtual] |
IsListenerOnCameraToggleOn() | SoundManager | [virtual] |
IsLoopBGMToggleOn() | SoundManager | [virtual] |
IsSoundActive(SndCtrlID sndCtrlID) | SoundManager | [virtual] |
IsSoundValid(uint soundID) const | SoundManager | [virtual] |
LoadActiveSector(const char *sectorName) | SoundManager | [virtual] |
PlaySong(csRef< iDocument > musicalSheet, const char *instrument, SndCtrlID sndCtrlID, csVector3 pos, csVector3 dir) | SoundManager | [virtual] |
PlaySound(const char *fileName, bool loop, SndCtrlID sndCtrlID) | SoundManager | [virtual] |
PlaySound(const char *fileName, bool loop, SndCtrlID sndCtrlID, csVector3 pos, csVector3 dir, float minDist, float maxDist) | SoundManager | [virtual] |
PushQueueItem(int queueID, const char *fileName) | SoundManager | [virtual] |
randomGen | SoundManager | [static] |
ReloadSectors() | SoundManager | [virtual] |
RemoveObjectEntity(iMeshWrapper *mesh, const char *meshName) | SoundManager | [virtual] |
RemoveSndQueue(int queueID) | SoundManager | [virtual] |
SetChatToggle(bool toggle) | SoundManager | [virtual] |
SetCombatMusicToggle(bool toggle) | SoundManager | [virtual] |
SetCombatStance(int newCombatStance) | SoundManager | [virtual] |
SetEntityState(int state, iMeshWrapper *mesh, const char *meshName, bool forceChange) | SoundManager | [virtual] |
SetListenerOnCameraToggle(bool toggle) | SoundManager | [virtual] |
SetLoopBGMToggle(bool toggle) | SoundManager | [virtual] |
SetPlayerMovement(csVector3 playerPosition, csVector3 playerVelocity) | SoundManager | [virtual] |
SetSoundSource(uint soundID, csVector3 position) | SoundManager | [virtual] |
SetTimeOfDay(int newTimeOfDay) | SoundManager | [virtual] |
SetWeather(int newWeather) | SoundManager | [virtual] |
SoundManager(iBase *parent) | SoundManager | |
StopSound(uint soundID) | SoundManager | [virtual] |
Update() | SoundManager | [virtual] |
UpdateListener(iView *view) | SoundManager | [virtual] |
UpdateObjectEntity(iMeshWrapper *mesh, const char *meshName) | SoundManager | [virtual] |
updateTime | SoundManager | [static] |
~SoundManager() | SoundManager | [virtual] |