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86 lines
3 KiB
C++
86 lines
3 KiB
C++
//-----------------------------------------------------------------------------
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//
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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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//
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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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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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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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//
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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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class FSerializer;
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struct FLevelLocals;
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#include "s_soundinternal.h"
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#include "s_doomsound.h"
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#include "name.h"
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#include "tarray.h"
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enum SndUserFlags
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{
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SND_PlayerReserve = 1,
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SND_PlayerCompat = 2,
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SND_PlayerSilent = 4
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};
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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_Actor = SOURCE_None+1, // 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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};
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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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typedef TMap<FName, FName> MusicAliasMap;
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extern MusicAliasMap MusicAliases;
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// Called after a level is loaded. Ensures that most sounds are loaded.
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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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bool S_AreSoundsEquivalent (AActor *actor, FSoundID id1, FSoundID id2);
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FSoundID S_LookupPlayerSound (const char *playerclass, int gender, FSoundID refid);
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const char *S_GetSoundClass(AActor *pp);
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FSoundID S_FindSkinnedSound (AActor *actor, FSoundID refid);
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FSoundID S_FindSkinnedSoundEx (AActor *actor, const char *logicalname, const char *extendedname);
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FSoundID S_AddSound (const char *logicalname, const char *lumpname, FScanner *sc=NULL); // Add sound by lumpname
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FSoundID S_AddPlayerSound (const char *playerclass, const int gender, FSoundID refid, const char *lumpname);
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FSoundID S_AddPlayerSound (const char *playerclass, const int gender, FSoundID refid, int lumpnum, bool fromskin=false);
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FSoundID S_AddPlayerSoundExisting (const char *playerclass, const int gender, FSoundID refid, FSoundID aliasto, bool fromskin=false);
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void S_MarkPlayerSounds (AActor *player);
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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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#endif
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