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- removed most code using the low level sound interface directly from Duke and RR frontends.
81 lines
2.6 KiB
C
81 lines
2.6 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as 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.
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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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*/
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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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#ifndef sounds_public_h_
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#define sounds_public_h_
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#include "sounds_common.h"
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#include "sound/s_soundinternal.h"
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#include "z_music.h"
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BEGIN_RR_NS
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// KEEPINSYNC lunatic/con_lang.lua
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#define MAXSOUNDS 4096
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#define LOUDESTVOLUME 111
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typedef struct
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{
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int pitchStart, pitchEnd, volAdjust;
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int priority, flags;
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} sound_t;
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int A_CheckSoundPlaying(int spriteNum, int soundNum, int flags = 0);
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int A_PlaySound(int soundNum, int spriteNum, int flags = 0);
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void S_Callback(intptr_t num);
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int A_CheckAnySoundPlaying(int spriteNum);
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int S_CheckSoundPlaying(int soundNum);
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inline int S_CheckSoundPlaying(int sprnum, int soundNum) { return S_CheckSoundPlaying(soundNum); }
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inline void S_ClearSoundLocks(void) {}
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void cacheAllSounds(void);
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void S_MenuSound(void);
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void S_PauseMusic(bool paused);
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void S_PauseSounds(bool paused);
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void S_PlayLevelMusicOrNothing(unsigned int);
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int S_TryPlaySpecialMusic(unsigned int);
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void S_PlaySpecialMusicOrNothing(unsigned int);
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void S_ContinueLevelMusic(void);
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int S_PlaySound(int num, int flags = 0);
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int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos, int flags = 0);
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void S_StopEnvSound(int sndNum,int sprNum, int flags = -1);
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void S_StopAllSounds(void);
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void S_Update(void);
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void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset);
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int S_GetUserFlags(int sndnum);
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int S_DefineSound(unsigned index, const char* filename, int ps, int pe, int pr, int m, int vo, float vol);
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void S_InitSound();
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void S_PlayRRMusic(int newTrack = -1);
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static inline bool S_IsAmbientSFX(int spriteNum)
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{
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return (sprite[spriteNum].picnum == MUSICANDSFX && sprite[spriteNum].lotag < 999);
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}
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END_RR_NS
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#endif
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