sof2-sdk/spcode/channels.h

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2002-07-15 00:00:00 +00:00
// sound channels
// channel 0 never willingly overrides
// other channels will allways override a playing sound on that channel
typedef enum //# soundChannel_e
{
CHAN_AUTO, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # Play a general wav file
CHAN_LOCAL, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # menu sounds etc that play without origin
CHAN_WEAPON, //# ingame weapons only, do not use in scripts!
CHAN_VOICE, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # for speech, does lipsynch, and allows wait-on-completed
CHAN_VOICE_NOATTENUATE, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # for speech, does lipsynch, and allows wait-on-completed, attenuates only slightly
CHAN_ITEM, //# ingame NPC weapons only, do not use in scripts!
CHAN_BODY, //# ingame NPC weapons only, do not use in scripts!
CHAN_BODY2, //# ingame NPC weapons only, do not use in scripts!
CHAN_AMBIENT, //# ingame NPC weapons only, do not use in scripts!
CHAN_LOCAL_SOUND, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # chat messages, etc
CHAN_ANNOUNCER, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # Announcer voices etc, guaranteed to be heard by player
CHAN_LONGDISTANCE, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # Long distance special noises only!!, DO NOT USE WITHOUT PERMISSION!
CHAN_NPCWEAPON, //# ingame NPC weapons only, do not use in scripts!
//
// 4/2/02 kef -- making a distinction here just in case all of the above entries need to be in a certain order for the
// sake of being mystically synchronized with Icarus. If you're going to add stuff that doesn't go through
// Icarus, do it below this comment.
//
CHAN_WPN_AUX // any sounds generated by player's weapons that AREN'T firing sounds
} soundChannel_t;
// some stuff I need for accessing channels via flags for target-speaker -Ste.
#define SPKR_CHAN_LONGDISTANCE 0x00000001
#define SPKR_CHAN_GLOBAL 0x00000002 // acts as a flag to use CHAN_ANNOUNCER, effectively global (use with care!!!!!)