raze-gles/source/core/raze_sound.h

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#pragma once
#include "s_soundinternal.h"
enum
{
SOURCE_Actor = SOURCE_None+1, // Sound is coming from an actor.
SOURCE_Ambient, // Sound is coming from a blood ambient definition.
SOURCE_Player, // SW player sound (player in SW maintains its own position separately from the sprite so needs to be special.)
SOURCE_Swirly, // Special stuff for Exhumed. (local sound with custom panning)
SOURCE_EXBoss, // Another special case for Exhumed.
};
inline void FX_StopAllSounds(void)
{
soundEngine->StopAllChannels();
}
void FX_SetReverb(int strength);
inline void FX_SetReverbDelay(int delay)
{
}
inline int S_FindSoundByResID(int ndx)
{
return soundEngine->FindSoundByResID(ndx);
}
inline int S_FindSound(const char* name)
{
return soundEngine->FindSound(name);
}
int S_LookupSound(const char* fn);
class FSerializer;
void S_SerializeSounds(FSerializer& arc);