2016-03-01 15:47:10 +00:00
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//-----------------------------------------------------------------------------
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//
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2017-04-17 11:33:19 +00:00
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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2016-03-01 15:47:10 +00:00
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//
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2017-04-17 11:33:19 +00:00
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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2016-03-01 15:47:10 +00:00
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//
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2017-04-17 11:33:19 +00:00
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// This program is distributed in the hope that it will be useful,
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2016-03-01 15:47:10 +00:00
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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2017-04-17 11:33:19 +00:00
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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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//
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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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2016-03-01 15:47:10 +00:00
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//
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// DESCRIPTION:
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// The not so system specific sound interface.
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//
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//-----------------------------------------------------------------------------
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#ifndef __S_SOUND__
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#define __S_SOUND__
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#include "i_soundinternal.h"
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class AActor;
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class FScanner;
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2017-03-10 00:10:14 +00:00
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class FSerializer;
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2016-03-01 15:47:10 +00:00
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2019-12-08 09:07:26 +00:00
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#include "s_soundinternal.h"
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2019-12-08 20:22:53 +00:00
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#include "s_doomsound.h"
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2016-03-01 15:47:10 +00:00
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// Per level startup code.
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// Kills playing sounds at start of level and starts new music.
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//
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// Called after a level is loaded. Ensures that most sounds are loaded.
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2016-10-15 18:50:21 +00:00
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2016-03-01 15:47:10 +00:00
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// [RH] S_sfx "maintenance" routines
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2019-10-07 18:28:55 +00:00
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void S_ClearSoundData();
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2016-03-01 15:47:10 +00:00
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void S_ParseSndInfo (bool redefine);
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bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2);
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bool S_AreSoundsEquivalent (AActor *actor, const char *name1, const char *name2);
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int S_LookupPlayerSound (const char *playerclass, int gender, const char *logicalname);
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int S_LookupPlayerSound (const char *playerclass, int gender, FSoundID refid);
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int S_FindSkinnedSound (AActor *actor, FSoundID refid);
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int S_FindSkinnedSoundEx (AActor *actor, const char *logicalname, const char *extendedname);
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int S_AddSound (const char *logicalname, const char *lumpname, FScanner *sc=NULL); // Add sound by lumpname
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int S_AddPlayerSound (const char *playerclass, const int gender, int refid, const char *lumpname);
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int S_AddPlayerSound (const char *playerclass, const int gender, int refid, int lumpnum, bool fromskin=false);
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int S_AddPlayerSoundExisting (const char *playerclass, const int gender, int refid, int aliasto, bool fromskin=false);
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2019-01-03 09:06:45 +00:00
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void S_MarkPlayerSounds (AActor *player);
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2016-03-01 15:47:10 +00:00
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void S_ShrinkPlayerSoundLists ();
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unsigned int S_GetMSLength(FSoundID sound);
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// [RH] Prints sound debug info to the screen.
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// Modelled after Hexen's noise cheat.
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2019-12-08 12:28:52 +00:00
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2016-03-01 15:47:10 +00:00
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#endif
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