qzdoom/src/s_sndseq.h
Randy Heit 90b5130db0 - Fixed: The C code in AltSoundRenderer::CopyAndClip() did not shift the sample
data enough (2 bits instead of 8), so it was super loud and aliased.
- Fixes for GCC 4.1: Several type-punned pointer warnings, but more
  importantly, declaring a friend function inside a class body is no longer
  enough to declare that function globally; you must declare it again outside
  the class.
- Upgraded FArchive::SerializePointer so that it can store 32-bit indices.
- ACS printing pcodes now build their string in an FSttring instead of a fixed
  sized buffer on the stack.


SVN r145 (trunk)
2006-05-26 04:38:22 +00:00

100 lines
2.8 KiB
C++

#ifndef __S_SNDSEQ_H__
#define __S_SNDSEQ_H__
#include <stddef.h>
//#include "actor.h"
#include "s_sound.h"
#include "r_defs.h"
#include "name.h"
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)
public:
virtual ~DSeqNode ();
void Serialize (FArchive &arc);
void StopAndDestroy ();
void Destroy ();
void Tick ();
void ChangeData (int seqOffset, int delayTics, float volume, int currentSoundID);
void AddChoice (int seqnum, seqtype_t type);
FName GetSequenceName() const;
virtual void MakeSound () {}
virtual void MakeLoopedSound () {}
virtual void *Source () { return NULL; }
virtual bool IsPlaying () { return false; }
virtual DSeqNode *SpawnChild (int seqnum) { return NULL; }
inline static DSeqNode *FirstSequence() { return SequenceListHead; }
inline DSeqNode *NextSequence() const { return m_Next; }
static void SerializeSequences (FArchive &arc);
protected:
DSeqNode ();
DSeqNode (int sequence, int modenum);
SDWORD *m_SequencePtr;
int m_Sequence;
int m_CurrentSoundID;
int m_DelayUntilTic;
float m_Volume;
int m_StopSound;
int m_Atten;
int m_ModeNum;
TArray<int> m_SequenceChoices;
DSeqNode *m_ChildSeqNode;
DSeqNode *m_ParentSeqNode;
private:
static DSeqNode *SequenceListHead;
DSeqNode *m_Next, *m_Prev;
void ActivateSequence (int sequence);
friend void SN_StopAllSequences (void);
};
void SN_StopAllSequences (void);
struct FSoundSequence
{
FName SeqName;
FName Slot;
int StopSound;
SDWORD Script[1]; // + more until end of sequence script
};
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 sequence, seqtype_t type, int modenum, bool nostop=false);
DSeqNode *SN_StartSequence (sector_t *sector, const char *name, int modenum);
DSeqNode *SN_StartSequence (polyobj_t *poly, int sequence, seqtype_t type, int modenum, bool nostop=false);
DSeqNode *SN_StartSequence (polyobj_t *poly, const char *name, int modenum);
void SN_StopSequence (AActor *mobj);
void SN_StopSequence (sector_t *sector);
void SN_StopSequence (polyobj_t *poly);
void SN_UpdateActiveSequences (void);
ptrdiff_t SN_GetSequenceOffset (int sequence, SDWORD *sequencePtr);
void SN_DoStop (void *);
void SN_ChangeNodeData (int nodeNum, int seqOffset, int delayTics,
float volume, int currentSoundID);
FName SN_GetSequenceSlot (int sequence, seqtype_t type);
bool SN_IsMakingLoopingSound (sector_t *sector);
#endif //__S_SNDSEQ_H__