mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
44 lines
2.5 KiB
C
44 lines
2.5 KiB
C
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// These entries are now also duplicated in ModView, so tell me if you need any adding or removing.
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// Note that the order is ok to change, I only read/write text strings of them anyway, but tell me if there
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// are different choices to offer in the pulldown box. I know, it's tacky, but ModView wasn't planned as an
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// editor and this was never an external file. A great combination... - Ste.
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//
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typedef enum //# soundChannel_e
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{
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CHAN_AUTO, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # Auto-picks an empty channel to play sound on
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CHAN_LOCAL, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # menu sounds, etc
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CHAN_WEAPON,//## %s !!"W:\game\base\!!sound\*.wav;*.mp3"
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CHAN_VOICE, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Voice sounds cause mouth animation
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CHAN_VOICE_ATTEN, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Causes mouth animation but still use normal sound falloff
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CHAN_VOICE_GLOBAL, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Causes mouth animation and is broadcast with no separation
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CHAN_ITEM, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3"
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CHAN_BODY, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3"
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CHAN_AMBIENT,//## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # added for ambient sounds
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CHAN_LOCAL_SOUND, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #chat messages, etc
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CHAN_ANNOUNCER, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #announcer voices, etc
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CHAN_LESS_ATTEN, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #attenuates similar to chan_voice, but uses empty channel auto-pick behaviour
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CHAN_MUSIC, //played as a looping sound - added by BTO (VV)
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} soundChannel_t;
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