raze-gles/polymer/eduke32/source/sounds_mapster32.h
helixhorned 3a089f894c Increase MAXSOUNDS to 4096, making the maximum valid sound ID be 4093.
Keep in mind that MUSICANDSFXs with ambient sounds must still have lotags
less than 999 because values >=1000 are used for the amount of reverb.
(999 can't be used because the original code reads '< 999' and I'm not
sure whether it has any special significance... probably not though)

git-svn-id: https://svn.eduke32.com/eduke32@2093 1a8010ca-5511-0410-912e-c29ae57300e0
2011-10-30 19:48:46 +00:00

63 lines
1.8 KiB
C

//-------------------------------------------------------------------------
/*
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#ifndef __sounds_mapster32_h__
#define __sounds_mapster32_h__
#include "build.h"
#pragma pack(push,1)
/// vvv sound structs from duke3d.h
typedef struct {
int32_t voice;
int32_t i;
} SOUNDOWNER;
typedef struct {
int32_t length, num, soundsiz;
char *filename, *ptr, *filename1;
SOUNDOWNER SoundOwner[4];
int16_t ps,pe,vo;
char pr,m;
volatile char lock;
char *definedname; // new
} sound_t;
#define MAXSOUNDS 4096
extern sound_t g_sounds[MAXSOUNDS];
int32_t S_SoundStartup(void);
void S_SoundShutdown(void);
int32_t S_PlaySound3D(int32_t, int32_t, const vec3_t*);
void S_PlaySound(int32_t);
int32_t A_PlaySound(uint32_t num, int32_t i);
void S_StopSound(int32_t num);
void S_StopEnvSound(int32_t num,int32_t i);
void S_Update(void);
int32_t A_CheckSoundPlaying(int32_t i, int32_t num);
int32_t S_CheckSoundPlaying(int32_t i, int32_t num);
void S_ClearSoundLocks(void);
#pragma pack(pop)
#endif