mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- started separating the sound engine code from game dependent parts.
First step: Split the header. Todo: Abstract listener and sound source specifics out of the sound engine.
This commit is contained in:
parent
844b203971
commit
22e692e21c
3 changed files with 269 additions and 248 deletions
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@ -86,15 +86,6 @@
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// MACROS ------------------------------------------------------------------
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#ifdef NeXT
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// NeXT doesn't need a binary flag in open call
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#define O_BINARY 0
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#endif
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#ifndef O_BINARY
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#define O_BINARY 0
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#endif
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#define NORM_PITCH 128
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#define NORM_PRIORITY 64
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#define NORM_SEP 0
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@ -36,178 +36,11 @@ class FScanner;
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class FSerializer;
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struct FLevelLocals;
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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 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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// 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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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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#include "s_soundinternal.h"
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// Information about one playing sound.
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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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AActor *Actor; // Used for position and velocity.
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const sector_t *Sector; // Sector for area sounds.
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const FPolyObj *Poly; // Polyobject sound source.
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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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// Per level startup code.
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// Kills playing sounds at start of level and starts new music.
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// Called after a level is loaded. Ensures that most sounds are loaded.
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void S_PrecacheLevel (FLevelLocals *l);
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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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// Start sound for thing at <ent>
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void S_Sound (int channel, FSoundID sfxid, float volume, float attenuation);
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void S_Sound (AActor *ent, int channel, FSoundID sfxid, float volume, float attenuation);
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void S_PlaySound(AActor *a, int chan, FSoundID sid, float vol, float atten, bool local);
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void S_PlaySoundPitch(AActor *a, int chan, FSoundID sid, float vol, float atten, bool local, float pitch);
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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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#define CHAN_AUTO 0
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#define CHAN_WEAPON 1
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#define CHAN_VOICE 2
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#define CHAN_ITEM 3
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#define CHAN_BODY 4
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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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#define CHAN_FLOOR 1 // Sound comes from the floor.
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#define CHAN_CEILING 2 // Sound comes from the ceiling.
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#define CHAN_FULLHEIGHT 3 // Sound comes entire height of the sector.
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#define CHAN_INTERIOR 4 // Sound comes height between floor and ceiling.
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// modifier flags
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#define CHAN_LISTENERZ 8
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#define CHAN_MAYBE_LOCAL 16
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#define CHAN_UI 32 // Do not record sound in savegames.
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#define CHAN_NOPAUSE 64 // Do not pause this sound in menus.
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#define CHAN_AREA 128 // Sound plays from all around. Only valid with sector sounds.
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#define CHAN_LOOP 256
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#define CHAN_PICKUP (CHAN_ITEM|CHAN_MAYBE_LOCAL)
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#define CHAN_IS3D 1 // internal: Sound is 3D.
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#define CHAN_EVICTED 2 // internal: Sound was evicted.
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#define CHAN_FORGETTABLE 4 // internal: Forget channel data when sound stops.
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#define CHAN_JUSTSTARTED 512 // internal: Sound has not been updated yet.
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#define CHAN_ABSTIME 1024// internal: Start time is absolute and does not depend on current time.
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#define CHAN_VIRTUAL 2048// internal: Channel is currently virtual
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#define CHAN_NOSTOP 4096// only for A_PlaySound. Does not start if channel is playing something.
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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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struct FSoundLoadBuffer;
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int S_PickReplacement (int refid);
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void S_CacheRandomSound (sfxinfo_t *sfx);
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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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// Stops a sound emanating from one of an emitter's channels.
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void S_StopSound (AActor *ent, int channel);
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void S_StopSound (const sector_t *sec, int channel);
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// Stores/retrieves playing channel information in an archive.
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void S_SerializeSounds(FSerializer &arc);
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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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//
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// Updates music & sounds
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//
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// [RH] S_sfx "maintenance" routines
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void S_ClearSoundData();
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void S_ParseSndInfo (bool redefine);
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void S_ParseReverbDef ();
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void S_UnloadReverbDef ();
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void S_HashSounds ();
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int S_FindSoundNoHash (const char *logicalname);
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// Modelled after Hexen's noise cheat.
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void S_NoiseDebug ();
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extern ReverbContainer *Environments;
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extern ReverbContainer *DefaultEnvironments[26];
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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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void S_UnloadAllSounds();
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void S_SoundReset();
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#endif
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268
src/sound/s_soundinternal.h
Normal file
268
src/sound/s_soundinternal.h
Normal file
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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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typedef FVector3(*GetSourceOrigin)(const float *listenerpos, const void *source);
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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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AActor *Actor; // Used for position and velocity.
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const sector_t *Sector; // Sector for area sounds.
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const FPolyObj *Poly; // Polyobject sound source.
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struct
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{
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void *Source;
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GetSourceOrigin getOrigin;
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};
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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);
|
||||
|
||||
// sound channels
|
||||
// channel 0 never willingly overrides
|
||||
// other channels (1-7) always override a playing sound on that channel
|
||||
//
|
||||
// CHAN_AUTO searches down from channel 7 until it finds a channel not in use
|
||||
// CHAN_WEAPON is for weapons
|
||||
// CHAN_VOICE is for oof, sight, or other voice sounds
|
||||
// CHAN_ITEM is for small things and item pickup
|
||||
// CHAN_BODY is for generic body sounds
|
||||
// CHAN_PICKUP can optionally be set as a local sound only for "compatibility"
|
||||
|
||||
enum
|
||||
{
|
||||
CHAN_AUTO = 0,
|
||||
CHAN_WEAPON = 1,
|
||||
CHAN_VOICE = 2,
|
||||
CHAN_ITEM = 3,
|
||||
CHAN_BODY = 4,
|
||||
CHAN_5 = 5,
|
||||
CHAN_6 = 6,
|
||||
CHAN_7 = 7,
|
||||
|
||||
// Channel alias for sector sounds. These define how listener height is
|
||||
// used when calculating 3D sound volume.
|
||||
CHAN_FLOOR = 1, // Sound comes from the floor.
|
||||
CHAN_CEILING = 2, // Sound comes from the ceiling.
|
||||
CHAN_FULLHEIGHT = 3, // Sound comes entire height of the sector.
|
||||
CHAN_INTERIOR = 4, // Sound comes height between floor and ceiling.
|
||||
|
||||
// modifier flags
|
||||
CHAN_LISTENERZ = 8,
|
||||
CHAN_MAYBE_LOCAL = 16,
|
||||
CHAN_UI = 32, // Do not record sound in savegames.
|
||||
CHAN_NOPAUSE = 64, // Do not pause this sound in menus.
|
||||
CHAN_AREA = 128, // Sound plays from all around. Only valid with sector sounds.
|
||||
CHAN_LOOP = 256,
|
||||
|
||||
CHAN_PICKUP = (CHAN_ITEM|CHAN_MAYBE_LOCAL),
|
||||
|
||||
CHAN_IS3D = 1, // internal: Sound is 3D.
|
||||
CHAN_EVICTED = 2, // internal: Sound was evicted.
|
||||
CHAN_FORGETTABLE = 4, // internal: Forget channel data when sound stops.
|
||||
CHAN_JUSTSTARTED = 512, // internal: Sound has not been updated yet.
|
||||
CHAN_ABSTIME = 1024, // internal: Start time is absolute and does not depend on current time.
|
||||
CHAN_VIRTUAL = 2048, // internal: Channel is currently virtual
|
||||
CHAN_NOSTOP = 4096, // only for A_PlaySound. Does not start if channel is playing something.
|
||||
};
|
||||
|
||||
// sound attenuation values
|
||||
#define ATTN_NONE 0.f // full volume the entire level
|
||||
#define ATTN_NORM 1.f
|
||||
#define ATTN_IDLE 1.001f
|
||||
#define ATTN_STATIC 3.f // diminish very rapidly with distance
|
||||
|
||||
// Checks if a copy of this sound is already playing.
|
||||
bool S_CheckSingular (int sound_id);
|
||||
|
||||
// Stop and resume music, during game PAUSE.
|
||||
void S_PauseSound (bool notmusic, bool notsfx);
|
||||
void S_ResumeSound (bool notsfx);
|
||||
void S_SetSoundPaused (int state);
|
||||
|
||||
extern ReverbContainer *Environments;
|
||||
extern ReverbContainer *DefaultEnvironments[26];
|
||||
|
||||
void S_ParseReverbDef ();
|
||||
void S_UnloadReverbDef ();
|
||||
void S_SetEnvironment (const ReverbContainer *settings);
|
||||
ReverbContainer *S_FindEnvironment (const char *name);
|
||||
ReverbContainer *S_FindEnvironment (int id);
|
||||
void S_AddEnvironment (ReverbContainer *settings);
|
||||
void S_UnloadAllSounds();
|
||||
void S_SoundReset();
|
||||
|
Loading…
Reference in a new issue