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https://github.com/ZDoom/raze-gles.git
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2cbe211e7c
The EDuke32 and RedNukem frontends are working, Blood isn't yet. Notes: many of the CMake variables and its output still refer to zdoom. Before changing that I wanted to make sure to be able to commit something that works. support code for Windows XP has been entirely removed. On Windows this will only target Vista and up. the crc32.h header had to be renamed to deconflict from zlib. several Windows API calls were changed to call the A-versions directly. Weirdly enough there were places that defined their parameters as T types but in a non-working way. removed some remaining editor files and support for the native software rendering only Windows backend. in a few simple cases, replaced 'char' with 'uint8_t'. The code as-is depends on chars being unsigned which is non-portable. This needs to be carefully reviewed.
104 lines
3.1 KiB
C
104 lines
3.1 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 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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//****************************************************************************
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//
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// sounds.h
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//
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//****************************************************************************
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#ifndef sounds_public_h_
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#define sounds_public_h_
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#include "sounds_common.h"
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BEGIN_DUKE_NS
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// KEEPINSYNC lunatic/con_lang.lua
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#define MAXSOUNDS 4096
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#define MAXSOUNDINSTANCES 8
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#define LOUDESTVOLUME 111
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#define MUSIC_ID -65536
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typedef struct
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{
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int16_t owner;
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int16_t id;
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uint16_t dist;
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uint16_t clock;
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} assvoice_t;
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typedef struct
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{
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char * ptr, *filename; // 8b/16b
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int32_t length, num, siz; // 12b
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float volume; // 4b
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assvoice_t voices[MAXSOUNDINSTANCES]; // 64b
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int16_t ps, pe, vo; // 6b
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char pr, m; // 2b
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} sound_t;
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extern uint8_t g_soundlocks[MAXSOUNDS];
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extern sound_t g_sounds[MAXSOUNDS];
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extern int32_t g_numEnvSoundsPlaying,g_highestSoundIdx;
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int A_CheckSoundPlaying(int spriteNum,int soundNum);
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int A_PlaySound(int soundNum, int spriteNum);
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void S_Callback(intptr_t num);
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int A_CheckAnySoundPlaying(int spriteNum);
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int S_CheckSoundPlaying(int soundNum);
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void S_Cleanup(void);
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void S_ClearSoundLocks(void);
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int32_t S_LoadSound(uint32_t num);
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void cacheAllSounds(void);
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void S_MenuSound(void);
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void S_MusicShutdown(void);
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void S_MusicStartup(void);
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void S_MusicVolume(int32_t volume);
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void S_RestartMusic(void);
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void S_PauseMusic(bool paused);
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void S_PauseSounds(bool paused);
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bool S_TryPlayLevelMusic(unsigned int m);
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void S_PlayLevelMusicOrNothing(unsigned int);
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int S_TryPlaySpecialMusic(unsigned int);
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void S_PlaySpecialMusicOrNothing(unsigned int);
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void S_ContinueLevelMusic(void);
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int S_PlaySound(int num);
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int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos);
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void S_SoundShutdown(void);
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void S_SoundStartup(void);
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void S_StopEnvSound(int sndNum,int sprNum);
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void S_StopAllSounds(void);
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void S_StopMusic(void);
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void S_Update(void);
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void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset);
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int32_t S_GetMusicPosition(void);
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void S_SetMusicPosition(int32_t position);
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static inline bool S_IsAmbientSFX(int spriteNum)
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{
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return (sprite[spriteNum].picnum == MUSICANDSFX && sprite[spriteNum].lotag < 999);
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}
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END_DUKE_NS
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#endif
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