// 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!!!!!)