raze-gles/source/duke3d/src/sounds.h

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
//****************************************************************************
//
// sounds.h
//
//****************************************************************************
#ifndef sounds_public_h_
#define sounds_public_h_
#include "sounds_common.h"
#include "sound/s_soundinternal.h"
#include "z_music.h"
BEGIN_DUKE_NS
// KEEPINSYNC lunatic/con_lang.lua
#define MAXSOUNDS 4096
#define LOUDESTVOLUME 111
typedef struct
{
int pitchStart, pitchEnd, volAdjust;
int priority, flags;
} sound_t;
int A_CheckSoundPlaying(int spriteNum, int soundNum, int channel = 0);
int A_PlaySound(int soundNum, int spriteNum, int channel = CHAN_AUTO, EChanFlags flags = 0);
void S_Callback(intptr_t num);
int A_CheckAnySoundPlaying(int spriteNum);
int S_CheckSoundPlaying(int soundNum);
inline void S_ClearSoundLocks(void) {}
void cacheAllSounds(void);
void S_MenuSound(void);
void S_PauseMusic(bool paused);
void S_PauseSounds(bool paused);
void S_PlayLevelMusicOrNothing(unsigned int);
int S_TryPlaySpecialMusic(unsigned int);
void S_PlaySpecialMusicOrNothing(unsigned int);
void S_ContinueLevelMusic(void);
int S_PlaySound(int num, int channel = CHAN_AUTO, EChanFlags flags = 0);
int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos, int channel = CHAN_AUTO, EChanFlags flags = 0);
void S_StopEnvSound(int sndNum,int sprNum, int flags = -1);
void S_StopAllSounds(void);
void S_Update(void);
void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset);
int S_GetUserFlags(int sndnum);
int S_DefineSound(unsigned index, const char* filename, int ps, int pe, int pr, int m, int vo, float vol);
void S_InitSound();
static inline bool S_IsAmbientSFX(int spriteNum)
{
return (sprite[spriteNum].picnum == MUSICANDSFX && sprite[spriteNum].lotag < 999);
}
END_DUKE_NS
#endif