raze/source/games/duke/src/sounds.h
Christoph Oelckers eaf5e1fba5 - Cutscene support in Blood.
Intro tested, rest to do.
2021-04-30 20:08:34 +02:00

77 lines
1.8 KiB
C

//****************************************************************************
//
// sounds.h
//
//****************************************************************************
#pragma once
#include "raze_sound.h"
#include "raze_music.h"
struct MapRecord;
BEGIN_DUKE_NS
// Sound flags
enum {
SF_LOOP = 1,
SF_MSFX = 2,
SF_TALK = 4,
SF_ADULT = 8,
SF_GLOBAL = 16,
SF_ONEINST_INTERNAL = 32,
SF_DTAG = 128,
};
enum esound_t
{
kPitchStart,
kPitchEnd,
kVolAdjust,
kPriority,
kFlags,
kWorldTourMapping,
kMaxUserData
};
void S_InitSound();
void S_CacheAllSounds(void);
int S_DefineSound(unsigned index, const char* filename, int ps, int pe, int pr, int m, int vo, float vol);
void S_WorldTourMappingsForOldSounds();
int S_PlaySound(int num, int channel = CHAN_AUTO, EChanFlags flags = 0, float vol =0.8f);
int S_PlaySound3D(int num, DDukeActor* spriteNum, const vec3_t* pos, int channel = CHAN_AUTO, EChanFlags flags = 0);
int S_PlayActorSound(int soundNum, DDukeActor* spriteNum, int channel = CHAN_AUTO, EChanFlags flags = 0);
void S_RelinkActorSound(DDukeActor* from, DDukeActor* to);
void S_MenuSound(void);
void S_StopSound(int sndNum, DDukeActor* spr = nullptr, int flags = -1);
int S_CheckSoundPlaying(int soundNum);
int S_CheckActorSoundPlaying(DDukeActor* spriteNum, int soundNum, int channel = 0);
int S_CheckAnyActorSoundPlaying(DDukeActor* spriteNum);
void S_ChangeSoundPitch(int soundNum, DDukeActor* spriteNum, int pitchoffset);
int S_GetUserFlags(int sndnum);
inline bool S_IsSoundValid(int num)
{
return (!soundEngine->isValidSoundId(num + 1));
}
void S_PlayRRMusic(int newTrack = -1);
void S_PlayBonusMusic();
void S_PlayLevelMusic(MapRecord* mi);
void S_ContinueLevelMusic(void);
// Placeholders.
void S_ParseDeveloperCommentary();
void StopCommentary();
bool StartCommentary(int tag, DDukeActor* sprnum);
END_DUKE_NS