game/server/npc_wretch.cpp
void CWretch::SoundInit( void )
{
	if( !m_pMoanSound )
	{
		// !!!HACKHACK - kickstart the moan sound. (sjb)
		MoanSound( envWretchMoanVolume, ARRAYSIZE( envWretchMoanVolume ) );

		// Clear the commands that the base class gave the moaning sound channel.
		ENVELOPE_CONTROLLER.CommandClear( m_pMoanSound );
	}

	CPASAttenuationFilter filter( this );

	if( !m_pLayer2 )
	{
		// Set up layer2
		m_pLayer2 = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_VOICE, "NPC_Wretch.Gurgle", ATTN_NORM );

		// Start silent.
		ENVELOPE_CONTROLLER.Play( m_pLayer2, 0.0, 100 );
	}

	SetIdleSoundState();
}
//-----------------------------------------------------------------------------
// Purpose: Startup all of the sound patches that the fast zombie uses.
//
//
//-----------------------------------------------------------------------------
Startup all of the sound patches that the fast zombie uses.
Startup all of the sound patches that the fast zombie uses .
void CWretch::SoundInit( void )
{
	if( !m_pMoanSound )
	{
		MoanSound( envWretchMoanVolume, ARRAYSIZE( envWretchMoanVolume ) );
		ENVELOPE_CONTROLLER.CommandClear( m_pMoanSound );
	}
	CPASAttenuationFilter filter( this );
	if( !m_pLayer2 )
	{
		m_pLayer2 = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_VOICE, "NPC_Wretch.Gurgle", ATTN_NORM );
		ENVELOPE_CONTROLLER.Play( m_pLayer2, 0.0, 100 );
	}
	SetIdleSoundState();
}
void CWretch :: SoundInit ( void ) { if ( ! m_pMoanSound ) { MoanSound ( envWretchMoanVolume , ARRAYSIZE ( envWretchMoanVolume ) ) ; ENVELOPE_CONTROLLER . CommandClear ( m_pMoanSound ) ; } CPASAttenuationFilter filter ( this ) ; if ( ! m_pLayer2 ) { m_pLayer2 = ENVELOPE_CONTROLLER . SoundCreate ( filter , entindex ( ) , CHAN_VOICE , " " , ATTN_NORM ) ; ENVELOPE_CONTROLLER . Play ( m_pLayer2 , 0.0 , 100 ) ; } SetIdleSoundState ( ) ; }
Purpose: Startup all of the sound patches that the fast zombie uses.
Purpose : Startup all of the sound patches that the fast zombie uses .
// !!!HACKHACK - kickstart the moan sound. (sjb) // Clear the commands that the base class gave the moaning sound channel. // Set up layer2 // Start silent.