#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);