2019-12-08 09:07:26 +00:00
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#pragma once
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#include "i_soundinternal.h"
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//
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// SoundFX struct.
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//
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struct sfxinfo_t
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{
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// Next field is for use by the system sound interface.
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// A non-null data means the sound has been loaded.
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SoundHandle data;
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// Also for the sound interface. Used for 3D positional
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// sounds, may be the same as data.
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SoundHandle data3d;
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FString name; // [RH] Sound name defined in SNDINFO
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int lumpnum; // lump number of sfx
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unsigned int next, index; // [RH] For hashing
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float Volume;
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uint8_t ResourceId; // Resource ID as implemented by Blood. Not used by Doom but added for completeness.
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uint8_t PitchMask;
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int16_t NearLimit; // 0 means unlimited
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float LimitRange; // Range for sound limiting (squared for faster computations)
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unsigned bRandomHeader:1;
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unsigned bPlayerReserve:1;
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unsigned bLoadRAW:1;
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unsigned bPlayerCompat:1;
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unsigned b16bit:1;
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unsigned bUsed:1;
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unsigned bSingular:1;
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unsigned bTentative:1;
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unsigned bPlayerSilent:1; // This player sound is intentionally silent.
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int RawRate; // Sample rate to use when bLoadRAW is true
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int LoopStart; // -1 means no specific loop defined
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unsigned int link;
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enum { NO_LINK = 0xffffffff };
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FRolloffInfo Rolloff;
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float Attenuation; // Multiplies the attenuation passed to S_Sound.
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void MarkUsed(); // Marks this sound as used.
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};
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// Rolloff types
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enum
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{
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ROLLOFF_Doom, // Linear rolloff with a logarithmic volume scale
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ROLLOFF_Linear, // Linear rolloff with a linear volume scale
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ROLLOFF_Log, // Logarithmic rolloff (standard hardware type)
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ROLLOFF_Custom // Lookup volume from SNDCURVE
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};
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int S_FindSound(const char *logicalname);
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int S_FindSoundByResID(int snd_id);
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// the complete set of sound effects
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extern TArray<sfxinfo_t> S_sfx;
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// An index into the S_sfx[] array.
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class FSoundID
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{
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public:
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FSoundID() = default;
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static FSoundID byResId(int ndx)
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{
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return FSoundID(S_FindSoundByResID(ndx));
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}
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FSoundID(int id)
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{
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ID = id;
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}
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FSoundID(const char *name)
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{
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ID = S_FindSound(name);
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}
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FSoundID(const FString &name)
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{
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ID = S_FindSound(name.GetChars());
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}
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FSoundID(const FSoundID &other) = default;
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FSoundID &operator=(const FSoundID &other) = default;
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FSoundID &operator=(const char *name)
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{
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ID = S_FindSound(name);
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return *this;
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}
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FSoundID &operator=(const FString &name)
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{
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ID = S_FindSound(name.GetChars());
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return *this;
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}
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bool operator !=(FSoundID other) const
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{
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return ID != other.ID;
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}
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bool operator !=(int other) const
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{
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return ID != other;
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}
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operator int() const
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{
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return ID;
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}
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operator FString() const
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{
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return ID ? S_sfx[ID].name : "";
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}
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operator const char *() const
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{
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return ID ? S_sfx[ID].name.GetChars() : NULL;
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}
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void MarkUsed() const
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{
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S_sfx[ID].MarkUsed();
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}
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private:
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int ID;
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protected:
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enum EDummy { NoInit };
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FSoundID(EDummy) {}
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};
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class FSoundIDNoInit : public FSoundID
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{
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public:
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FSoundIDNoInit() : FSoundID(NoInit) {}
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using FSoundID::operator=;
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};
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extern FRolloffInfo S_Rolloff;
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extern TArray<uint8_t> S_SoundCurve;
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class AActor;
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struct sector_t;
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struct FPolyObj;
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struct FSoundChan : public FISoundChannel
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{
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FSoundChan *NextChan; // Next channel in this list.
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FSoundChan **PrevChan; // Previous channel in this list.
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FSoundID SoundID; // Sound ID of playing sound.
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FSoundID OrgID; // Sound ID of sound used to start this channel.
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float Volume;
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int16_t Pitch; // Pitch variation.
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uint8_t EntChannel; // Actor's sound channel.
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int8_t Priority;
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int16_t NearLimit;
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uint8_t SourceType;
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float LimitRange;
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union
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{
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2019-12-08 12:28:52 +00:00
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const void *Source;
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2019-12-08 09:07:26 +00:00
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float Point[3]; // Sound is not attached to any source.
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};
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};
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extern FSoundChan *Channels;
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void S_ReturnChannel(FSoundChan *chan);
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void S_EvictAllChannels();
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void S_StopChannel(FSoundChan *chan);
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void S_LinkChannel(FSoundChan *chan, FSoundChan **head);
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void S_UnlinkChannel(FSoundChan *chan);
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// Initializes sound stuff, including volume
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// Sets channels, SFX and music volume,
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// allocates channel buffer, sets S_sfx lookup.
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//
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void S_Init ();
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void S_InitData ();
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void S_Shutdown ();
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// Loads a sound, including any random sounds it might reference.
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void S_CacheSound (sfxinfo_t *sfx);
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// sound channels
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// channel 0 never willingly overrides
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// other channels (1-7) always override a playing sound on that channel
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//
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// CHAN_AUTO searches down from channel 7 until it finds a channel not in use
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// CHAN_WEAPON is for weapons
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// CHAN_VOICE is for oof, sight, or other voice sounds
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// CHAN_ITEM is for small things and item pickup
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// CHAN_BODY is for generic body sounds
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// CHAN_PICKUP can optionally be set as a local sound only for "compatibility"
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enum
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{
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CHAN_AUTO = 0,
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CHAN_WEAPON = 1,
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CHAN_VOICE = 2,
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CHAN_ITEM = 3,
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CHAN_BODY = 4,
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CHAN_5 = 5,
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CHAN_6 = 6,
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CHAN_7 = 7,
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// Channel alias for sector sounds. These define how listener height is
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// used when calculating 3D sound volume.
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CHAN_FLOOR = 1, // Sound comes from the floor.
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CHAN_CEILING = 2, // Sound comes from the ceiling.
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CHAN_FULLHEIGHT = 3, // Sound comes entire height of the sector.
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CHAN_INTERIOR = 4, // Sound comes height between floor and ceiling.
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// modifier flags
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CHAN_LISTENERZ = 8,
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CHAN_MAYBE_LOCAL = 16,
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CHAN_UI = 32, // Do not record sound in savegames.
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CHAN_NOPAUSE = 64, // Do not pause this sound in menus.
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CHAN_AREA = 128, // Sound plays from all around. Only valid with sector sounds.
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CHAN_LOOP = 256,
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CHAN_PICKUP = (CHAN_ITEM|CHAN_MAYBE_LOCAL),
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CHAN_IS3D = 1, // internal: Sound is 3D.
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CHAN_EVICTED = 2, // internal: Sound was evicted.
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CHAN_FORGETTABLE = 4, // internal: Forget channel data when sound stops.
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CHAN_JUSTSTARTED = 512, // internal: Sound has not been updated yet.
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CHAN_ABSTIME = 1024, // internal: Start time is absolute and does not depend on current time.
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CHAN_VIRTUAL = 2048, // internal: Channel is currently virtual
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CHAN_NOSTOP = 4096, // only for A_PlaySound. Does not start if channel is playing something.
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};
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// sound attenuation values
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#define ATTN_NONE 0.f // full volume the entire level
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#define ATTN_NORM 1.f
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#define ATTN_IDLE 1.001f
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#define ATTN_STATIC 3.f // diminish very rapidly with distance
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// Checks if a copy of this sound is already playing.
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bool S_CheckSingular (int sound_id);
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2019-12-08 12:28:52 +00:00
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enum // This cannot be remain as this, but for now it has to suffice.
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{
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SOURCE_None, // Sound is always on top of the listener.
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SOURCE_Actor, // Sound is coming from an actor.
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SOURCE_Sector, // Sound is coming from a sector.
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SOURCE_Polyobj, // Sound is coming from a polyobject.
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SOURCE_Unattached, // Sound is not attached to any particular emitter.
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};
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//
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// Updates music & sounds
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//
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void S_UpdateSounds (int time);
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FSoundChan* S_StartSound(int sourcetype, const void* source,
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const FVector3* pt, int channel, FSoundID sound_id, float volume, float attenuation, FRolloffInfo* rolloff = nullptr, float spitch = 0.0f);
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// Stops an origin-less sound from playing from this channel.
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void S_StopSound(int channel);
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void S_StopSound(int sourcetype, const void* actor, int channel);
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void S_RelinkSound(int sourcetype, const void* from, const void* to, const FVector3* optpos);
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void S_ChangeSoundVolume(int sourcetype, const void *source, int channel, double dvolume);
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void S_ChangeSoundPitch(int sourcetype, const void *source, int channel, double pitch);
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bool S_IsSourcePlayingSomething (int sourcetype, const void *actor, int channel, int sound_id);
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2019-12-08 09:07:26 +00:00
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// Stop and resume music, during game PAUSE.
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void S_PauseSound (bool notmusic, bool notsfx);
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void S_ResumeSound (bool notsfx);
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void S_SetSoundPaused (int state);
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2019-12-08 12:28:52 +00:00
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bool S_GetSoundPlayingInfo(int sourcetype, const void* source, int sound_id);
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void S_UnloadAllSounds();
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void S_Reset();
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2019-12-08 09:07:26 +00:00
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extern ReverbContainer *Environments;
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extern ReverbContainer *DefaultEnvironments[26];
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void S_ParseReverbDef ();
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void S_UnloadReverbDef ();
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void S_SetEnvironment (const ReverbContainer *settings);
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ReverbContainer *S_FindEnvironment (const char *name);
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ReverbContainer *S_FindEnvironment (int id);
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void S_AddEnvironment (ReverbContainer *settings);
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