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https://github.com/ZDoom/raze-gles.git
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706157d623
Now, this code was one big mess of strange design, let's hope it sounds better with a real 3D mixer now.
58 lines
1.7 KiB
C
58 lines
1.7 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "db.h"
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BEGIN_BLD_NS
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#if 0
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struct BONKLE
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{
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int left;
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int right;
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DICTNODE* data;
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int soundId;
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spritetype* origin;
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int channel;
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int pitch;
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int relVol;
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POINT3D originPt;
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POINT3D oldOriginPt;
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};
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extern BONKLE Bonkle[256];
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extern BONKLE* BonkleCache[256];
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#endif
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void sfxInit(void);
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void sfxTerm(void);
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void sfxPlay3DSound(int x, int y, int z, int soundId, int nSector);
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void sfxPlay3DSound(spritetype *pSprite, int soundId, int a3 = -1, int a4 = 0);
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void sfxPlay3DSoundCP(spritetype* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = 0);
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void sfxKill3DSound(spritetype *pSprite, int a2 = -1, int a3 = -1);
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void sfxKillAllSounds(void);
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void sfxUpdate3DSounds(void);
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void sfxSetReverb(bool toggle);
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void sfxSetReverb2(bool toggle);
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END_BLD_NS
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