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48 lines
No EOL
1.3 KiB
C++
48 lines
No EOL
1.3 KiB
C++
#pragma once
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#include "s_soundinternal.h"
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#include "m_fixed.h"
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#include "vectors.h"
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#include "build.h"
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inline FVector3 GetSoundPos(const vec3_t *pos)
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{
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// converts a Build coordinate to a sound system coordinate
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const float xmul = 1 / 16.f;
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const float ymul = -1 / 16.f;
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const float zmul = -1 / 256.f;
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return { pos->X* xmul, pos->Z* zmul, pos->Y* ymul };
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}
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enum
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{
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SOURCE_Actor = SOURCE_None+1, // Sound is coming from an actor.
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SOURCE_Ambient, // Sound is coming from a blood ambient definition.
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SOURCE_Player, // SW player sound (player in SW maintains its own position separately from the sprite so needs to be special.)
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SOURCE_Swirly, // Special stuff for Exhumed. (local sound with custom panning)
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SOURCE_EXBoss, // Another special case for Exhumed.
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};
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inline void FX_StopAllSounds(void)
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{
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soundEngine->StopAllChannels();
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}
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void FX_SetReverb(int strength);
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inline void FX_SetReverbDelay(int delay)
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{
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}
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int S_LookupSound(const char* fn);
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class FSerializer;
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void S_SerializeSounds(FSerializer& arc);
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class RazeSoundEngine : public SoundEngine
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{
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public:
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virtual bool SourceIsActor(FSoundChan* chan) { return chan->SourceType == SOURCE_Actor; }
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virtual int SoundSourceIndex(FSoundChan* chan) { return 0; }
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virtual void SetSource(FSoundChan* chan, int index) {}
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}; |