2015-05-19 21:54:34 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the 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, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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//****************************************************************************
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//
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// sounds.h
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//
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//****************************************************************************
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#include "mytypes.h"
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#ifndef sounds_public_
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#define sounds_public_
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2019-10-09 16:09:05 +00:00
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BEGIN_SW_NS
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2015-05-19 21:54:34 +00:00
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void SoundStartup(void);
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void SoundShutdown(void);
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void MusicStartup(void);
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void MusicShutdown(void);
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// 3D sound engine declarations //////////////////////////////////////////////
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// Flag settings used to turn on and off 3d sound options
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enum
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{
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v3df_none = 0, // Default, take no action, use all defaults
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v3df_follow = 1, // 1 = Do coordinate updates on sound
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// Use this only if the sprite won't be deleted soon
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v3df_kill = 2, // 1 = Sound is to be deleted
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v3df_doppler = 4, // 1 = Don't use doppler pitch variance
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v3df_dontpan = 8, // 1 = Don't do panning of sound
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v3df_ambient = 16, // 1 = Sound is ambient, use ambient struct info.
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v3df_intermit = 32, // 1 = Intermittant sound
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v3df_init = 64, // 1 = First pass of sound, don't play it.
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// This is mainly used for intermittent sounds
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v3df_nolookup = 128 // don't use ambient table lookup
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};
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typedef int Voc3D_Flags;
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struct VOCstruct;
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typedef struct VOCstruct VOC_INFO, *VOC_INFOp;
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struct VOC3Dstruct;
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typedef struct VOC3Dstruct VOC3D_INFO, *VOC3D_INFOp;
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struct ambientstruct;
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typedef struct ambientstruct AMB_INFO, *AMB_INFOp;
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extern VOC3D_INFOp voc3dstart;
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extern VOC3D_INFOp voc3dend;
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void DoUpdateSounds3D(void);
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void Terminate3DSounds(void);
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void Set3DSoundOwner(short spritenum);
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void PlaySpriteSound(short spritenum, int attrib_ndx, Voc3D_Flags flags);
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void DeleteNoSoundOwner(short spritenum);
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void DeleteNoFollowSoundOwner(short spritenum);
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SWBOOL CacheSound(int num, int type);
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void COVER_SetReverb(int amt);
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void UnInitSound(void);
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void InitFX(void);
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void InitMusic(void);
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void StopFX(void);
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void FlipStereo(void);
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void StopSong(void);
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void PauseSong(SWBOOL pauseon);
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void StopSound(void);
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void StartAmbientSound(void);
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void StopAmbientSound(void);
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SWBOOL PlaySong(char *song_file_name, int cdaudio_track, SWBOOL loop, SWBOOL restart);
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void SetSongVolume(int volume);
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SWBOOL SongIsPlaying(void);
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void PlaySoundRTS(int rts_num);
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//
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// Standard VOC format information - generally don't need this
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//
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typedef struct
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{
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uint8_t filler[0x1a];
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uint8_t type;
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uint32_t length;
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uint8_t filler2;
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uint8_t freq;
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uint8_t pack;
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uint8_t data[1];
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} *VOC_HDRp;
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// Ambient Sound Structure
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struct ambientstruct
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{
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int16_t name;
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int16_t diginame;
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Voc3D_Flags ambient_flags;
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int maxtics; // When tics reaches this number next
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// sound happens
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};
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// VOC File flag settings for digi_entries.
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enum
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{
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vf_normal = 0,
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vf_loop = 1
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};
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typedef int Voc_Flags;
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//
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// Table that describes the voc file and how it will be played
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// Can be easily extended, but you may need to change digi.h
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//
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//struct STATEstruct;
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//typedef struct VOCstruct VOC_INFO, *VOC_INFOp;
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struct VOCstruct
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{
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char name[14]; // name of voc file on disk
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uint8_t* data; // pointer to voc data
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int datalen; // length of voc data
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int16_t pitch_lo; // lo pitch value
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int16_t pitch_hi; // hi pitch value
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uint8_t priority; // priority at which vocs are played
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int16_t voc_num; // Backward reference to parent sound
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int voc_distance; // Sound's distance effectiveness
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Voc_Flags voc_flags; // Various allowable flag settings for voc
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char lock; // locking byte for caching
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uint8_t playing; // number of this type of sound currently playing
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};
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// JIMSOUND3D(tm) variables section //////////////////////////////////////////
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struct VOC3Dstruct
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{
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VOC_INFOp vp; // Pointer to the sound
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int *x; // Pointer to x coordinate
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int *y; // Pointer to y coordinate
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int *z; // Pointer to z coordinate
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int fx, fy, fz; // Non-Follow literal values
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Voc3D_Flags flags; // 3d voc sound flags
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int handle; // Current handle to the voc
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short doplr_delta; // Change in distance since last call
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VOC3D_INFOp prev, next; // Linked voc list
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short owner; // Hold index into user array to
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// delete looping sounds
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int num; // Digital Entry number used for
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// callback of looping sounds
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// If sound is active but user == 0, stop the sound
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short dist; // Current distance of sound from player
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uint8_t priority; // Used to force a higher priority based on distance
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int tics; // Tics used to count to next sound occurance
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int maxtics; // Tics until next sound occurance
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// for intermittent sounds
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SWBOOL deleted; // Has sound been marked for deletion?
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SWBOOL FX_Ok; // Did this sound play ok?
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};
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extern VOC_INFO voc[];
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2019-10-09 16:09:05 +00:00
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END_SW_NS
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2015-05-19 21:54:34 +00:00
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#endif
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