raze-gles/source/blood/src/sfx.h
Christoph Oelckers 706157d623 - converted Blood's sound system to the OpenAL sound engine.
Now, this code was one big mess of strange design, let's hope it sounds better with a real 3D mixer now.
2019-12-17 19:37:05 +01:00

58 lines
1.7 KiB
C

//-------------------------------------------------------------------------
/*
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