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