//------------------------------------------------------------------------- /* 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 A_PlaySound(int soundNum, int spriteNum, int 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 flags = 0); int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos, int flags = 0); void S_StopEnvSound(int sndNum,int sprNum); 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