//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood 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. */ //------------------------------------------------------------------------- #pragma once #include "db.h" BEGIN_BLD_NS #if 0 struct BONKLE { int left; int right; DICTNODE* data; int soundId; spritetype* origin; int channel; int pitch; int relVol; POINT3D originPt; POINT3D oldOriginPt; }; extern BONKLE Bonkle[256]; extern BONKLE* BonkleCache[256]; #endif void sfxInit(void); void sfxTerm(void); void sfxPlay3DSound(int x, int y, int z, int soundId, int nSector); void sfxPlay3DSound(spritetype *pSprite, int soundId, int a3 = -1, int a4 = 0); void sfxPlay3DSoundCP(spritetype* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = 0); void sfxKill3DSound(spritetype *pSprite, int a2 = -1, int a3 = -1); void sfxKillAllSounds(void); void sfxUpdate3DSounds(void); void sfxSetReverb(bool toggle); void sfxSetReverb2(bool toggle); END_BLD_NS