game/server/npc_wretch.cpp
void CWretch::SetIdleSoundState( void )
{
	// Main looping sound
	if ( m_pMoanSound )
	{
		ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, WRETCH_IDLE_PITCH, 1.0 );
		ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 0.75, 1.0 );
	}

	// Second Layer
	if ( m_pLayer2 )
	{
		ENVELOPE_CONTROLLER.SoundChangePitch( m_pLayer2, 100, 1.0 );
		ENVELOPE_CONTROLLER.SoundChangeVolume( m_pLayer2, 0.0, 1.0 );
	}
}
//-----------------------------------------------------------------------------
// Purpose: Make the zombie sound calm.
//-----------------------------------------------------------------------------
Make the zombie sound calm.
Make the zombie sound calm .
void CWretch::SetIdleSoundState( void )
{
	if ( m_pMoanSound )
	{
		ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, WRETCH_IDLE_PITCH, 1.0 );
		ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 0.75, 1.0 );
	}
	if ( m_pLayer2 )
	{
		ENVELOPE_CONTROLLER.SoundChangePitch( m_pLayer2, 100, 1.0 );
		ENVELOPE_CONTROLLER.SoundChangeVolume( m_pLayer2, 0.0, 1.0 );
	}
}
void CWretch :: SetIdleSoundState ( void ) { if ( m_pMoanSound ) { ENVELOPE_CONTROLLER . SoundChangePitch ( m_pMoanSound , WRETCH_IDLE_PITCH , 1.0 ) ; ENVELOPE_CONTROLLER . SoundChangeVolume ( m_pMoanSound , 0.75 , 1.0 ) ; } if ( m_pLayer2 ) { ENVELOPE_CONTROLLER . SoundChangePitch ( m_pLayer2 , 100 , 1.0 ) ; ENVELOPE_CONTROLLER . SoundChangeVolume ( m_pLayer2 , 0.0 , 1.0 ) ; } }
Purpose: Make the zombie sound calm.
Purpose : Make the zombie sound calm .
// Main looping sound // Second Layer