qzdoom/src/sound/s_sndseq.h

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#ifndef __S_SNDSEQ_H__
#define __S_SNDSEQ_H__
#include <stddef.h>
#include "dobject.h"
#include "s_sound.h"
enum
{
// Sound channel aliases for sound sequences.
CHAN_FLOOR = CHAN_WEAPON,
CHAN_CEILING = CHAN_VOICE,
CHAN_FULLHEIGHT = CHAN_ITEM,
CHAN_INTERIOR = CHAN_BODY,
};
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typedef enum {
SEQ_PLATFORM,
SEQ_DOOR,
SEQ_ENVIRONMENT,
SEQ_NUMSEQTYPES,
SEQ_NOTRANS
} seqtype_t;
struct sector_t;
class DSeqNode : public DObject
{
DECLARE_CLASS (DSeqNode, DObject)
HAS_OBJECT_POINTERS
public:
void Serialize(FSerializer &arc) override;
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void StopAndDestroy ();
void OnDestroy() override;
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void Tick ();
void ChangeData (int seqOffset, int delayTics, float volume, FSoundID currentSoundID);
void AddChoice (int seqnum, seqtype_t type);
int GetModeNum() const { return m_ModeNum; }
FName GetSequenceName() const;
virtual void MakeSound (int loop, FSoundID id) {}
virtual void *Source () { return NULL; }
virtual bool IsPlaying () { return false; }
virtual DSeqNode *SpawnChild (int seqnum) { return NULL; }
inline DSeqNode *NextSequence() const { return m_Next; }
protected:
DSeqNode ();
DSeqNode (FLevelLocals *l, int sequence, int modenum);
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int32_t *m_SequencePtr;
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int m_Sequence;
FSoundID m_CurrentSoundID;
int m_StopSound;
int m_DelayTics;
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float m_Volume;
float m_Atten;
int m_ModeNum;
FLevelLocals *Level;
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TArray<int> m_SequenceChoices;
TObjPtr<DSeqNode*> m_ChildSeqNode;
TObjPtr<DSeqNode*> m_ParentSeqNode;
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private:
DSeqNode *m_Next, *m_Prev;
void ActivateSequence (int sequence);
friend void SN_StopAllSequences (FLevelLocals *Level);
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};
void SN_StopAllSequences (FLevelLocals *Level);
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struct FSoundSequence
{
FName SeqName;
FName Slot;
FSoundID StopSound;
int32_t Script[1]; // + more until end of sequence script
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};
void S_ParseSndSeq (int levellump);
DSeqNode *SN_StartSequence (AActor *mobj, int sequence, seqtype_t type, int modenum, bool nostop=false);
DSeqNode *SN_StartSequence (AActor *mobj, const char *name, int modenum);
DSeqNode *SN_StartSequence (AActor *mobj, FName seqname, int modenum);
DSeqNode *SN_StartSequence (sector_t *sector, int chan, int sequence, seqtype_t type, int modenum, bool nostop=false);
DSeqNode *SN_StartSequence (sector_t *sector, int chan, const char *name, int modenum);
DSeqNode *SN_StartSequence (sector_t *sec, int chan, FName seqname, int modenum);
DSeqNode *SN_StartSequence (FPolyObj *poly, int sequence, seqtype_t type, int modenum, bool nostop=false);
DSeqNode *SN_StartSequence (FPolyObj *poly, const char *name, int modenum);
DSeqNode *SN_CheckSequence (sector_t *sector, int chan);
void SN_StopSequence (AActor *mobj);
void SN_StopSequence (sector_t *sector, int chan);
void SN_StopSequence (FPolyObj *poly);
bool SN_AreModesSame(int sequence, seqtype_t type, int mode1, int mode2);
bool SN_AreModesSame(FName name, int mode1, int mode2);
void SN_UpdateActiveSequences (FLevelLocals *Level);
ptrdiff_t SN_GetSequenceOffset (int sequence, int32_t *sequencePtr);
void SN_DoStop (FLevelLocals *Level, void *);
void SN_ChangeNodeData (FLevelLocals *Level, int nodeNum, int seqOffset, int delayTics, float volume, int currentSoundID);
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FName SN_GetSequenceSlot (int sequence, seqtype_t type);
void SN_MarkPrecacheSounds (int sequence, seqtype_t type);
bool SN_IsMakingLoopingSound (sector_t *sector);
#endif //__S_SNDSEQ_H__