/* =========================================================================== Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ typedef enum //# soundChannel_e { CHAN_AUTO, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # Auto-picks an empty channel to play sound on CHAN_LOCAL, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # menu sounds, etc CHAN_WEAPON,//## %s !!"W:\game\base\!!sound\*.wav;*.mp3" CHAN_VOICE, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Voice sounds cause mouth animation CHAN_VOICE_ATTEN, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Causes mouth animation but still use normal sound falloff CHAN_ITEM, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" CHAN_BODY, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" CHAN_AMBIENT,//## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # added for ambient sounds CHAN_LOCAL_SOUND, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #chat messages, etc CHAN_ANNOUNCER, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #announcer voices, etc CHAN_LESS_ATTEN, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #attenuates similar to chan_voice, but uses empty channel auto-pick behaviour CHAN_MENU1, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #menu stuff, etc CHAN_VOICE_GLOBAL, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Causes mouth animation and is broadcast, like announcer } soundChannel_t;