typedef enum //# soundChannel_e { CHAN_AUTO, //## %s !!"Q:\quake\baseEF\!!sound\*.wav;*.mp3" # Auto-picks an empty channel to play sound on CHAN_LOCAL, //## %s !!"Q:\quake\baseEF\!!sound\*.wav;*.mp3" # menu sounds, etc CHAN_WEAPON,//## %s !!"Q:\quake\baseEF\!!sound\*.wav;*.mp3" CHAN_VOICE, //## %s !!"Q:\quake\baseEF\!!sound\voice\*.wav;*.mp3" # Voice sounds cause mouth animation CHAN_VOICE_ATTEN, //## %s !!"Q:\quake\baseEF\!!sound\voice\*.wav;*.mp3" # Causes mouth animation but still use normal sound falloff CHAN_ITEM, //## %s !!"Q:\quake\baseEF\!!sound\*.wav;*.mp3" CHAN_BODY, //## %s !!"Q:\quake\baseEF\!!sound\*.wav;*.mp3" CHAN_AMBIENT,//## %s !!"Q:\quake\baseEF\!!sound\*.wav;*.mp3" # added for ambient sounds CHAN_LOCAL_SOUND, //## %s !!"Q:\quake\baseEF\!!sound\*.wav;*.mp3" #chat messages, etc CHAN_ANNOUNCER, //## %s !!"Q:\quake\baseEF\!!sound\*.wav;*.mp3" #announcer voices, etc CHAN_MENU1, //## %s !!"Q:\quake\baseEF\!!sound\*.wav;*.mp3" #menu stuff, etc CHAN_MENU2, //## %s !!"Q:\quake\baseEF\!!sound\*.wav;*.mp3" #menu stuff, etc } soundChannel_t;