SRB2/src/sounds.h

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file sounds.h
/// \brief Sound and music info
#ifndef __SOUNDS__
#define __SOUNDS__
// Customisable sounds for Skins
typedef enum
{
SKSSPIN,
SKSPUTPUT,
SKSPUDPUD,
SKSPLPAN1, // Ouchies
SKSPLPAN2,
SKSPLPAN3,
SKSPLPAN4,
SKSPLDET1, // Deaths
SKSPLDET2,
SKSPLDET3,
SKSPLDET4,
SKSPLVCT1, // Victories
SKSPLVCT2,
SKSPLVCT3,
SKSPLVCT4,
SKSTHOK,
SKSSPNDSH,
SKSZOOM,
SKSSKID,
SKSGASP,
SKSJUMP,
NUMSKINSOUNDS
} skinsound_t;
// free sfx for S_AddSoundFx()
#define NUMSFXFREESLOTS 800 // Matches SOC Editor.
#define NUMSKINSFXSLOTS (MAXSKINS*NUMSKINSOUNDS)
//
// SoundFX struct.
//
typedef struct sfxinfo_struct sfxinfo_t;
struct sfxinfo_struct
{
// up to 6-character name
const char *name;
// Sfx singularity (only one at a time)
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boolean singularity;
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// Sfx priority
INT32 priority;
// pitch if a link
INT32 pitch;
// volume if a link
INT32 volume;
// sound data
void *data;
// length of sound data
size_t length;
// sound that can be remapped for a skin, indexes skins[].skinsounds
// 0 up to (NUMSKINSOUNDS-1), -1 = not skin specifc
INT32 skinsound;
// this is checked every second to see if sound
// can be thrown out (if 0, then decrement, if -1,
// then throw out, if > 0, then it is in use)
INT32 usefulness;
// lump number of sfx
lumpnum_t lumpnum;
// closed caption info/wiki table bait
char caption[32];
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};
// the complete set of sound effects
extern sfxinfo_t S_sfx[];
//
// Identifiers for all sfx in game.
//
// List of sounds (don't modify this comment!)
typedef enum
{
sfx_None,
// Skin Sounds
sfx_altdi1,
sfx_altdi2,
sfx_altdi3,
sfx_altdi4,
sfx_altow1,
sfx_altow2,
sfx_altow3,
sfx_altow4,
sfx_victr1,
sfx_victr2,
sfx_victr3,
sfx_victr4,
sfx_gasp,
sfx_jump,
sfx_pudpud,
sfx_putput,
sfx_spin,
sfx_spndsh,
sfx_thok,
sfx_zoom,
sfx_skid,
// Ambience/background objects/etc
sfx_ambint,
sfx_alarm,
sfx_buzz1,
sfx_buzz2,
sfx_buzz3,
sfx_buzz4,
sfx_crumbl,
sfx_fire,
sfx_grind,
sfx_laser,
sfx_mswing,
sfx_pstart,
sfx_pstop,
sfx_steam1,
sfx_steam2,
sfx_wbreak,
sfx_ambmac,
sfx_spsmsh,
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sfx_rainin,
sfx_litng1,
sfx_litng2,
sfx_litng3,
sfx_litng4,
sfx_athun1,
sfx_athun2,
sfx_amwtr1,
sfx_amwtr2,
sfx_amwtr3,
sfx_amwtr4,
sfx_amwtr5,
sfx_amwtr6,
sfx_amwtr7,
sfx_amwtr8,
sfx_bubbl1,
sfx_bubbl2,
sfx_bubbl3,
sfx_bubbl4,
sfx_bubbl5,
sfx_floush,
sfx_splash,
sfx_splish,
sfx_wdrip1,
sfx_wdrip2,
sfx_wdrip3,
sfx_wdrip4,
sfx_wdrip5,
sfx_wdrip6,
sfx_wdrip7,
sfx_wdrip8,
sfx_wslap,
sfx_doora1,
sfx_doorb1,
sfx_doorc1,
sfx_doorc2,
sfx_doord1,
sfx_doord2,
sfx_eleva1,
sfx_eleva2,
sfx_eleva3,
sfx_elevb1,
sfx_elevb2,
sfx_elevb3,
sfx_ambin2,
sfx_lavbub,
sfx_rocks1,
sfx_rocks2,
sfx_rocks3,
sfx_rocks4,
sfx_rumbam,
sfx_rumble,
// Game objects, etc
sfx_appear,
sfx_bkpoof,
sfx_bnce1,
sfx_bnce2,
sfx_cannon,
sfx_cgot,
sfx_cybdth,
sfx_deton,
sfx_ding, // old sfx_appear sound
sfx_dmpain,
sfx_drown,
sfx_fizzle,
sfx_gbeep,
sfx_wepfir,
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sfx_ghit,
sfx_gloop,
sfx_gspray,
sfx_gravch,
sfx_itemup,
sfx_jet,
sfx_jshard,
sfx_lose,
sfx_lvpass,
sfx_mindig,
sfx_mixup,
sfx_monton,
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sfx_pogo,
sfx_pop,
sfx_rail1,
sfx_rail2,
sfx_rlaunc,
sfx_shield,
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sfx_wirlsg,
sfx_forcsg,
sfx_elemsg,
sfx_armasg,
sfx_attrsg,
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sfx_shldls,
sfx_spdpad,
sfx_spkdth,
sfx_spring,
sfx_statu1,
sfx_statu2,
sfx_strpst,
sfx_supert,
sfx_telept,
sfx_tink,
sfx_token,
sfx_trfire,
sfx_trpowr,
sfx_turhit,
sfx_wdjump,
sfx_shrpsp,
sfx_shrpgo,
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sfx_mswarp,
sfx_mspogo,
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sfx_boingf,
sfx_corkp,
sfx_corkh,
sfx_bowl,
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// Menu, interface
sfx_chchng,
sfx_dwnind,
sfx_emfind,
sfx_flgcap,
sfx_menu1,
sfx_oneup,
sfx_ptally,
sfx_radio,
sfx_wepchg,
sfx_wtrdng,
sfx_zelda,
// NiGHTS
sfx_ideya,
sfx_xideya, // Xmas
sfx_nbmper,
sfx_nxbump, // Xmas
MONSTER COMMIT. OLD SPECIAL STAGES: * Spheres in old special stages instead of rings! * Individual timers in old special stages instead of a global one! * Old special stages use a variant of the NiGHTS HUD now! * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres! * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore. * Made emerald gaining function be based on special stage number rather than gained emeralds! * Consistency with... NiGHTS SPECIAL STAGES: * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.) SPECIAL STAGES IN GENERAL: * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS. * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif NiGHTS NON-SPECIAL STAGES: * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages. * Colour Chips turn yellow in bonus time. * Ideya! * Its own "drowning" music! * All of the object types for Dream Hill. * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif RANDOM BS: * Turn super with the spin button instead of the jump button! * Followmobj now correctly set with P_SetTarget instead of pointer assignment. * Emerald hunt uses new sprites! * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
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sfx_ncchip,
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sfx_ncitem,
sfx_nxitem, // Xmas
sfx_ngdone,
sfx_nxdone, // Xmas
sfx_drill1,
sfx_drill2,
sfx_ncspec,
sfx_nghurt,
sfx_ngskid,
sfx_hoop1,
sfx_hoop2,
sfx_hoop3,
sfx_hidden,
sfx_prloop,
sfx_timeup,
MONSTER COMMIT. OLD SPECIAL STAGES: * Spheres in old special stages instead of rings! * Individual timers in old special stages instead of a global one! * Old special stages use a variant of the NiGHTS HUD now! * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres! * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore. * Made emerald gaining function be based on special stage number rather than gained emeralds! * Consistency with... NiGHTS SPECIAL STAGES: * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.) SPECIAL STAGES IN GENERAL: * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS. * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif NiGHTS NON-SPECIAL STAGES: * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages. * Colour Chips turn yellow in bonus time. * Ideya! * Its own "drowning" music! * All of the object types for Dream Hill. * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif RANDOM BS: * Turn super with the spin button instead of the jump button! * Followmobj now correctly set with P_SetTarget instead of pointer assignment. * Emerald hunt uses new sprites! * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
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sfx_ngjump,
sfx_peww,
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// Halloween
sfx_lntsit,
sfx_lntdie,
sfx_pumpkn,
sfx_ghosty,
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// Mario
sfx_koopfr,
sfx_mario1,
sfx_mario2,
sfx_mario3,
sfx_mario4,
sfx_mario5,
sfx_mario6,
sfx_mario7,
sfx_mario8,
sfx_mario9,
sfx_marioa,
sfx_thwomp,
// Black Eggman
sfx_bebomb,
sfx_bechrg,
sfx_becrsh,
sfx_bedeen,
sfx_bedie1,
sfx_bedie2,
sfx_beeyow,
sfx_befall,
sfx_befire,
sfx_beflap,
sfx_begoop,
sfx_begrnd,
sfx_behurt,
sfx_bejet1,
sfx_belnch,
sfx_beoutb,
sfx_beragh,
sfx_beshot,
sfx_bestep,
sfx_bestp2,
sfx_bewar1,
sfx_bewar2,
sfx_bewar3,
sfx_bewar4,
sfx_bexpld,
sfx_bgxpld,
// Cy-Brak-Demon
sfx_beelec, // Electric barrier ambience
sfx_brakrl, // Rocket launcher
sfx_brakrx, // Rocket explodes
// S3&K sounds
sfx_s3k33,
sfx_s3k34,
sfx_s3k35,
sfx_s3k36,
sfx_s3k37,
sfx_s3k38,
sfx_s3k39,
sfx_s3k3a,
sfx_s3k3b,
sfx_s3k3c,
sfx_s3k3d,
sfx_s3k3e,
sfx_s3k3f,
sfx_s3k40,
sfx_s3k41,
sfx_s3k42,
sfx_s3k43,
sfx_s3k44,
sfx_s3k45,
sfx_s3k46,
sfx_s3k47,
sfx_s3k48,
sfx_s3k49,
sfx_s3k4a,
sfx_s3k4b,
sfx_s3k4c,
sfx_s3k4d,
sfx_s3k4e,
sfx_s3k4f,
sfx_s3k50,
sfx_s3k51,
sfx_s3k52,
sfx_s3k53,
sfx_s3k54,
sfx_s3k55,
sfx_s3k56,
sfx_s3k57,
sfx_s3k58,
sfx_s3k59,
sfx_s3k5a,
sfx_s3k5b,
sfx_s3k5c,
sfx_s3k5d,
sfx_s3k5e,
sfx_s3k5f,
sfx_s3k60,
sfx_s3k61,
sfx_s3k62,
sfx_s3k63,
sfx_s3k64,
sfx_s3k65,
sfx_s3k66,
sfx_s3k67,
sfx_s3k68,
sfx_s3k69,
sfx_s3k6a,
sfx_s3k6b,
sfx_s3k6c,
sfx_s3k6d,
sfx_s3k6e,
sfx_s3k6f,
sfx_s3k70,
sfx_s3k71,
sfx_s3k72,
sfx_s3k73,
sfx_s3k74,
sfx_s3k75,
sfx_s3k76,
sfx_s3k77,
sfx_s3k78,
sfx_s3k79,
sfx_s3k7a,
sfx_s3k7b,
sfx_s3k7c,
sfx_s3k7d,
sfx_s3k7e,
sfx_s3k7f,
sfx_s3k80,
sfx_s3k81,
sfx_s3k82,
sfx_s3k83,
sfx_s3k84,
sfx_s3k85,
sfx_s3k86,
sfx_s3k87,
sfx_s3k88,
sfx_s3k89,
sfx_s3k8a,
sfx_s3k8b,
sfx_s3k8c,
sfx_s3k8d,
sfx_s3k8e,
sfx_s3k8f,
sfx_s3k90,
sfx_s3k91,
sfx_s3k92,
sfx_s3k93,
sfx_s3k94,
sfx_s3k95,
sfx_s3k96,
sfx_s3k97,
sfx_s3k98,
sfx_s3k99,
sfx_s3k9a,
sfx_s3k9b,
sfx_s3k9c,
sfx_s3k9d,
sfx_s3k9e,
sfx_s3k9f,
sfx_s3ka0,
sfx_s3ka1,
sfx_s3ka2,
sfx_s3ka3,
sfx_s3ka4,
sfx_s3ka5,
sfx_s3ka6,
sfx_s3ka7,
sfx_s3ka8,
sfx_s3ka9,
sfx_s3kaa,
sfx_s3kab,
sfx_s3kac,
sfx_s3kad,
sfx_s3kae,
sfx_s3kaf,
sfx_s3kb0,
sfx_s3kb1,
sfx_s3kb2,
sfx_s3kb3,
sfx_s3kb4,
sfx_s3kb5,
sfx_s3kb6,
sfx_s3kb7,
sfx_s3kb8,
sfx_s3kb9,
sfx_s3kba,
sfx_s3kbb,
sfx_s3kbcs,
sfx_s3kbcl,
sfx_s3kbds,
sfx_s3kbdl,
sfx_s3kbes,
sfx_s3kbel,
sfx_s3kbfs,
sfx_s3kbfl,
sfx_s3kc0s,
sfx_s3kc0l,
sfx_s3kc1s,
sfx_s3kc1l,
sfx_s3kc2s,
sfx_s3kc2l,
sfx_s3kc3s,
sfx_s3kc3l,
sfx_s3kc4s,
sfx_s3kc4l,
sfx_s3kc5s,
sfx_s3kc5l,
sfx_s3kc6s,
sfx_s3kc6l,
sfx_s3kc7,
sfx_s3kc8s,
sfx_s3kc8l,
sfx_s3kc9s,
sfx_s3kc9l,
sfx_s3kcas,
sfx_s3kcal,
sfx_s3kcbs,
sfx_s3kcbl,
sfx_s3kccs,
sfx_s3kccl,
sfx_s3kcds,
sfx_s3kcdl,
sfx_s3kces,
sfx_s3kcel,
sfx_s3kcfs,
sfx_s3kcfl,
sfx_s3kd0s,
sfx_s3kd0l,
sfx_s3kd1s,
sfx_s3kd1l,
sfx_s3kd2s,
sfx_s3kd2l,
sfx_s3kd3s,
sfx_s3kd3l,
sfx_s3kd4s,
sfx_s3kd4l,
sfx_s3kd5s,
sfx_s3kd5l,
sfx_s3kd6s,
sfx_s3kd6l,
sfx_s3kd7s,
sfx_s3kd7l,
sfx_s3kd8s,
sfx_s3kd8l,
sfx_s3kd9s,
sfx_s3kd9l,
sfx_s3kdas,
sfx_s3kdal,
sfx_s3kdbs,
sfx_s3kdbl,
// free slots for S_AddSoundFx() at run-time --------------------
sfx_freeslot0,
//
// ... 60 free sounds here ...
//
sfx_lastfreeslot = sfx_freeslot0 + NUMSFXFREESLOTS-1,
// end of freeslots ---------------------------------------------
sfx_skinsoundslot0,
sfx_lastskinsoundslot = sfx_skinsoundslot0 + NUMSKINSFXSLOTS-1,
NUMSFX
} sfxenum_t;
void S_InitRuntimeSounds(void);
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sfxenum_t S_AddSoundFx(const char *name, boolean singular, INT32 flags, boolean skinsound);
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void S_RemoveSoundFx(sfxenum_t id);
#endif