raze-gles/source/exhumed/src/sound.cpp
2019-12-28 18:20:47 +01:00

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT, sirlemonhead
This file is part of PCExhumed.
PCExhumed 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.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "compat.h"
#include "baselayer.h"
#include "build.h"
#include "engine.h"
#include "exhumed.h"
#include "sound.h"
#include "init.h"
#include "object.h"
#include "player.h"
#include "random.h"
#include "snake.h"
#include "trigdat.h"
#include "sequence.h"
#include "cd.h"
#include "sound/s_soundinternal.h"
BEGIN_PS_NS
const char *SoundFiles[kMaxSoundFiles] =
{
"spl_big",
"spl_smal",
"bubble_l",
"grn_drop",
"p_click",
"grn_roll",
"cosprite",
"m_chant0",
"anu_icu",
"item_reg",
"item_spe", // 10
"item_key",
"torch_on", // 12
"jon_bnst",
"jon_gasp",
"jon_land",
"jon_gags",
"jon_fall",
"jon_drwn",
"jon_air1",
"jon_glp1", // 20
"jon_bbwl",
"jon_pois",
"amb_ston",
"cat_icu",
"bubble_h",
"set_land",
"jon_hlnd",
"jon_laf2",
"spi_jump",
"jon_scub", // 30
"item_use",
"tr_arrow",
"swi_foot",
"swi_ston",
"swi_wtr1",
"tr_fire",
"m_skull5",
"spi_atak",
"anu_hit",
"fishdies", // 40
"scrp_icu",
"jon_wade",
"amb_watr",
"tele_1",
"wasp_stg",
"res",
"drum4",
"rex_icu",
"m_hits_u",
"q_tail", // 50
"vatr_mov",
"jon_hit3",
"jon_t_2", // 53
"jon_t_1",
"jon_t_5",
"jon_t_6",
"jon_t_8",
"jon_t_4",
"rasprit1",
"jon_fdie", // 60
"wijaf1",
"ship_1",
"saw_on",
"ra_on",
"amb_ston", // 65
"vatr_stp", // 66
"mana1",
"mana2",
"ammo",
"pot_pc1", // 70?
"pot_pc2",
"weapon",
"alarm",
"tick1",
"scrp_zap", // 75
"jon_t_3",
"jon_laf1",
"blasted",
"jon_air2" // 79
};
short nAmbientChannel = -1;
short nStopSound;
short nStoneSound;
short nSwitchSound;
short nLocalEyeSect;
short nElevSound;
short nCreepyTimer;
bool looped[kMaxSounds];
struct ActiveSound
{
short snd_sprite;
short snd_id;
short snd_volume;
short snd_angle;
short snd_ambientflag;
short snd_priority;
int snd_handle;
FSoundChan* snd_channel;
int snd_pitch;
int snd_time;
int snd_x;
int snd_y;
int snd_z;
short snd_sector;
};
ActiveSound sActiveSound[kMaxSounds];
short StaticSound[kMaxSounds];
int fakesources[] = { 0, 1, 2, 3 };
int nLocalChan = 0;
enum
{
nSwirlyChan1 = 1,
nSwirlyChan2,
nSwirlyChan3,
nSwirlyChan4,
};
//==========================================================================
//
//
//
//==========================================================================
class EXSoundEngine : public SoundEngine
{
// client specific parts of the sound engine go in this class.
void CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan) override;
TArray<uint8_t> ReadSound(int lumpnum) override;
void ChannelEnded(FISoundChannel* chan) override
{
for (auto& inf : sActiveSound)
{
if (inf.snd_channel == chan) inf.snd_channel = nullptr;
}
SoundEngine::ChannelEnded(chan);
}
public:
EXSoundEngine()
{
int eax = 260;
TArray<uint8_t> disttable(256, 1);
for (int i = 0; i < 256; i++)
{
if (eax > 65280)
{
disttable[i] = 0;
}
else
{
disttable[i] = 255 - (eax >> 8);
eax = (eax * eax) >> 8;
}
}
S_Rolloff.RolloffType = ROLLOFF_Custom;
S_Rolloff.MinDistance = 0;
S_Rolloff.MaxDistance = 4096; // It's really this big
Init(disttable, 255);
}
};
//==========================================================================
//
//
//
//==========================================================================
TArray<uint8_t> EXSoundEngine::ReadSound(int lumpnum)
{
auto wlump = fileSystem.OpenFileReader(lumpnum);
return wlump.Read();
}
//==========================================================================
//
//
//
//==========================================================================
int LoadSound(const char* name)
{
FString nname(name, 8);
int sndid = soundEngine->FindSoundNoHash(nname.GetChars());
if (sndid > 0) return sndid - 1;
FStringf filename("%s.voc", nname.GetChars());
auto lump = fileSystem.FindFile(filename);
if (lump > 0)
{
auto &S_sfx = soundEngine->GetSounds();
S_sfx.Reserve(1);
int retval = S_sfx.Size() - 2;
auto check = fileSystem.GetFileData(lump);
if (check.Size() > 26 && check[26] == 6 && !memcmp("Creative Voice File", check.Data(), 19))
{
// This game uses the actual loop point information in the sound data as its only means to check if a sound is looped.
looped[retval] = true;
}
auto& newsfx = S_sfx.Last();
newsfx.Clear();
newsfx.name = nname;
newsfx.lumpnum = lump;
newsfx.NearLimit = 6;
newsfx.bTentative = false;
soundEngine->CacheSound(retval + 1);
return retval;
}
else if (!ISDEMOVER) // demo tries to load sound files it doesn't have
{
Printf("Unable to open sound '%s'!\n", filename.GetChars());
}
return -1;
}
//==========================================================================
//
//
//
//==========================================================================
void InitFX(void)
{
if (soundEngine) return; // just in case.
soundEngine = new EXSoundEngine;
auto& S_sfx = soundEngine->GetSounds();
S_sfx.Resize(1);
S_sfx[0].Clear(); S_sfx[0].lumpnum = sfx_empty;
for (size_t i = 0; i < kMaxSoundFiles; i++)
{
StaticSound[i] = LoadSound(SoundFiles[i]);
}
soundEngine->HashSounds();
memset(sActiveSound, 255, sizeof(sActiveSound));
for (int i = 0; i < kMaxSounds; i++)
{
sActiveSound[i].snd_channel = nullptr;
sActiveSound[i].snd_handle = -1;
}
nCreepyTimer = kCreepyCount;
}
//==========================================================================
//
//
//
//==========================================================================
void GetSpriteSoundPitch(short nSector, int* pVolume, int* pPitch, int nLocalSectFlags)
{
if (nSector < 0)
return;
if ((SectFlag[nSector] ^ nLocalSectFlags) & kSectUnderwater)
{
*pVolume >>= 1;
*pPitch -= 1200;
}
}
//==========================================================================
//
//
//
//==========================================================================
void BendAmbientSound(void)
{
if (nAmbientChannel < 0)
return;
ActiveSound* pASound = &sActiveSound[nAmbientChannel];
if (pASound->snd_channel)
{
soundEngine->SetPitch(pASound->snd_channel, (nDronePitch + 11800) / 11025.f);
}
}
//==========================================================================
//
//
//
//==========================================================================
void PlayLocalSound(short nSound, short nRate, bool unattached)
{
if (nSound < 0 || nSound >= kMaxSounds || !soundEngine->isValidSoundId(nSound + 1))
{
initprintf("PlayLocalSound: Invalid sound nSound == %i, nRate == %i\n", nSound, nRate);
return;
}
int bLoop = looped[nSound];
if (nLocalChan == nAmbientChannel)
nAmbientChannel = -1;
ActiveSound* pASound = nullptr;
if (!unattached)
{
pASound = &sActiveSound[nLocalChan];
if (pASound->snd_channel != nullptr)
soundEngine->StopChannel(pASound->snd_channel);
}
// There is exactly one occurence in the entire game which alters the pitch, and that's the laugh on the logo.
auto chan = soundEngine->StartSound(SOURCE_Unattached, nullptr, nullptr, CHAN_BODY, CHANF_OVERLAP, nSound + 1, 1.f, ATTN_NONE, nullptr);
if (nRate && chan)
{
float ratefac = (11025 + nRate) / 11025.f;
soundEngine->SetPitch(chan, ratefac);
}
if (pASound)
{
pASound->snd_id = nSound;
pASound->snd_channel = chan;
}
}
//==========================================================================
//
//
//
//==========================================================================
int LocalSoundPlaying(void)
{
return sActiveSound[nLocalChan].snd_channel != nullptr;
}
int GetLocalSound(void)
{
if (LocalSoundPlaying() == -1)
return -1;
return sActiveSound[nLocalChan].snd_id & 0x1ff;
}
//==========================================================================
//
//
//
//==========================================================================
void StopLocalSound(void)
{
if (nLocalChan == nAmbientChannel)
nAmbientChannel = -1;
if (LocalSoundPlaying())
{
soundEngine->StopChannel(sActiveSound[nLocalChan].snd_channel);
sActiveSound[nLocalChan].snd_channel = nullptr;
}
}
//==========================================================================
//
//
//
//==========================================================================
int nNextFreq;
int nSwirlyFrames;
void StartSwirly(int nActiveSound)
{
ActiveSound* pASound = &sActiveSound[nActiveSound];
pASound->snd_angle = rand() & 0x7ff;
short nPitch = nNextFreq - RandomSize(9);
pASound->snd_pitch = nPitch;
nNextFreq = 25000 - RandomSize(10) * 6;
if (nNextFreq > 32000)
nNextFreq = 32000;
int nVolume = nSwirlyFrames + 1;
if (nVolume >= 220)
nVolume = 220;
pASound->snd_volume = nVolume;
if (pASound->snd_channel) soundEngine->StopChannel(pASound->snd_channel);
pASound->snd_channel = soundEngine->StartSound(SOURCE_Swirly, &fakesources[nActiveSound-1], nullptr, CHAN_BODY, 0, StaticSound[kSound67]+1, nVolume / 255.f, ATTN_NONE, nullptr, nPitch / 11025.f);
}
//==========================================================================
//
//
//
//==========================================================================
void StartSwirlies()
{
StopAllSounds();
nNextFreq = 19000;
nSwirlyFrames = 0;
for (int i = nSwirlyChan1; i <= nSwirlyChan4; i++)
StartSwirly(i);
}
//==========================================================================
//
//
//
//==========================================================================
void UpdateSwirlies()
{
nSwirlyFrames++;
for (int i = nSwirlyChan1; i <= nSwirlyChan4; i++)
{
ActiveSound* pASound = &sActiveSound[i];
if (pASound->snd_channel == nullptr)
StartSwirly(i);
}
}
//==========================================================================
//
//
//
//==========================================================================
void SoundBigEntrance(void)
{
StopAllSounds();
ActiveSound* pASound = sActiveSound+1;
for (int i = 0; i < 4; i++, pASound++)
{
short nPitch = i * 512 - 1200;
pASound->snd_pitch = nPitch;
if (pASound->snd_channel) soundEngine->StopChannel(pASound->snd_channel);
pASound->snd_channel = soundEngine->StartSound(SOURCE_EXBoss, &fakesources[i], nullptr, CHAN_BODY, 0, StaticSound[kSoundTorchOn]+1, 200 / 255.f, ATTN_NONE, nullptr, nPitch / 11025.f);
}
}
//==========================================================================
//
//
//
//==========================================================================
void EXSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], int channum, int chanflags, FSoundID chanSound, FVector3* pos, FVector3* vel, FSoundChan* chan)
{
if (pos != nullptr)
{
vec3_t campos;
if (nSnakeCam > -1)
{
Snake* pSnake = &SnakeList[nSnakeCam];
spritetype* pSnakeSprite = &sprite[pSnake->nSprites[0]];
campos.x = pSnakeSprite->x;
campos.y = pSnakeSprite->y;
campos.z = pSnakeSprite->z;
}
else
{
campos = { initx, inity, initz };
}
auto fcampos = GetSoundPos(&campos);
if (type == SOURCE_Unattached)
{
pos->X = pt[0];
pos->Y = pt[1];
pos->Z = pt[2];
}
// Do some angular magic. The original was just 2D panning which in a 3D sound field is not sufficient.
else if (type == SOURCE_Swirly)
{
int which = *(int*)source;
float phase = ((int)totalclock << (4 + which)) * (M_PI / 1024);
pos->X = fcampos.X + 256 * cos(phase);
pos->Y = fcampos.Y + 256 * sin(phase);
}
else if (type == SOURCE_EXBoss)
{
int which = *(int*)source;
*pos = fcampos;
// Should be positioned in 90<39> intervals.
switch (which)
{
default:
case 0: pos->X -= 256; break;
case 1: pos->Y -= 256; break;
case 2: pos->X += 256; break;
case 3: pos->Y += 256; break;
}
}
else if (type == SOURCE_Actor)
{
auto actor = (spritetype*)source;
assert(actor != nullptr);
if (actor != nullptr)
{
*pos = GetSoundPos(&actor->pos);
}
}
if ((chanflags & CHANF_LISTENERZ) && type != SOURCE_None)
{
pos->Y = fcampos.Z;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
int GetDistFromDXDY(int dx, int dy)
{
int nSqr = dx*dx+dy*dy;
return (nSqr>>3)-(nSqr>>5);
}
void UpdateSounds()
{
if (nFreeze)
return;
int nLocalSectFlags = SectFlag[nPlayerViewSect[nLocalPlayer]];
vec3_t pos;
short ang;
if (nSnakeCam > -1)
{
Snake *pSnake = &SnakeList[nSnakeCam];
spritetype *pSnakeSprite = &sprite[pSnake->nSprites[0]];
pos = pSnakeSprite->pos;
ang = pSnakeSprite->ang;
}
else
{
pos = { initx, inity, initz };
ang = inita;
}
auto fv = GetSoundPos(&pos);
SoundListener listener;
listener.angle = -(float)ang * pi::pi() / 1024; // Build uses a period of 2048.
listener.velocity.Zero();
listener.position = GetSoundPos(&pos);
listener.underwater = false;
// This should probably use a real environment instead of the pitch hacking in S_PlaySound3D.
// listenactor->waterlevel == 3;
//assert(primaryLevel->Zones.Size() > listenactor->Sector->ZoneNumber);
listener.Environment = 0;// primaryLevel->Zones[listenactor->Sector->ZoneNumber].Environment;
listener.valid = true;
soundEngine->SetListener(listener);
soundEngine->UpdateSounds((int)totalclock);
ActiveSound* pASound = sActiveSound;
pASound++;
for (int i = 1; i < kMaxActiveSounds; i++, pASound++)
{
if (pASound->snd_channel != nullptr)
{
if (pASound->snd_channel->ChanFlags & CHANF_FORGETTABLE)
{
// If the channel has become invalid, remove the reference.
// ChannelEnded may be called late so waiting for it is problematic.
pASound->snd_channel = nullptr;
}
else
{
short nSoundSprite = pASound->snd_sprite;
int nPitch = pASound->snd_pitch;
short nSoundSect;
if (nSoundSprite >= 0)
{
if (nSoundSprite == nLocalSpr)
nSoundSect = nPlayerViewSect[nLocalPlayer];
else
nSoundSect = sprite[nSoundSprite].sectnum;
}
else
nSoundSect = pASound->snd_sector;
int nVolume = pASound->snd_volume;
GetSpriteSoundPitch(nSoundSect, &nVolume, &nPitch, nLocalSectFlags);
soundEngine->SetPitch(pASound->snd_channel, (11025 + nPitch) / 11025.f);
soundEngine->SetVolume(pASound->snd_channel, nVolume / 255.f);
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
int soundx, soundy, soundz;
short soundsect;
short PlayFX2(unsigned short nSound, short nSprite)
{
if ((nSound&0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId((nSound & 0x1ff)+1))
{
initprintf("PlayFX2: Invalid sound nSound == %i, nSprite == %i\n", nSound, nSprite);
return -1;
}
int nLocalSectFlags = SectFlag[nPlayerViewSect[nLocalPlayer]];
short v1c;
short vcx;
if (nSprite < 0)
{
vcx = 0;
v1c = 0;
}
else
{
v1c = nSprite&0x2000;
vcx = nSprite&0x4000;
nSprite &= 0xfff;
soundx = sprite[nSprite].x;
soundy = sprite[nSprite].y;
soundz = sprite[nSprite].z;
}
int dx, dy;
dx = initx-soundx;
dy = inity-soundy;
dx >>= 8; dy >>= 8;
short nSoundAng;
if ((dx|dy) == 0)
nSoundAng = 0;
else
nSoundAng = AngleDelta(GetMyAngle(dx, dy), inita, 1024);
int nDist = GetDistFromDXDY(dx, dy);
if (nDist >= 255)
{
if ((int16_t)nSound > -1)
StopSpriteSound(nSound);
return -1;
}
int nVolume;
if (!v1c)
{
nVolume = snd_fxvolume+10-(Sin(nDist<<1)>>6)-10;
if (nVolume <= 0)
{
if ((int16_t)nSound > -1)
StopSpriteSound(nSound);
return -1;
}
if (nVolume > 255)
nVolume = 255;
}
else
nVolume = snd_fxvolume;
short vc = nSound & (~0x1ff);
short v4 = nSound & 0x2000;
short v8 = nSound & 0x1000;
short v14 = nSound & 0x4000;
short v10 = (nSound&0xe00)>>9;
int v2c = 0x7fffffff;
ActiveSound* v38 = NULL;
ActiveSound* v28 = NULL;
ActiveSound* vdi = NULL;
nSound &= 0x1ff;
short priority;
if (v8 || v14)
priority = 1000;
else if (nSprite != -1 && vcx)
priority = 2000;
else
priority = 0;
ActiveSound* pASound = sActiveSound;
pASound++;
for (int i = 1; i < kMaxActiveSounds; i++, pASound++)
{
if (pASound->snd_channel == nullptr)
{
vdi = pASound;
}
else if (priority >= pASound->snd_priority)
{
if (v2c > pASound->snd_time && pASound->snd_priority <= priority)
{
v28 = pASound;
v2c = pASound->snd_time;
}
if (!v8)
{
if (nSound == pASound->snd_id)
{
if (v4 == 0 && nSprite == pASound->snd_sprite)
return -1;
if (priority >= pASound->snd_priority)
v38 = pASound;
}
else if (nSprite == pASound->snd_sprite)
{
if (v4 || nSound != pASound->snd_id)
{
vdi = pASound;
break;
}
}
}
}
}
if (!vdi)
{
if (v38)
vdi = v38;
else if (v28)
vdi = v28;
}
if (vdi->snd_channel != nullptr)
{
soundEngine->StopChannel(vdi->snd_channel);
vdi->snd_channel = nullptr;
if (short(vdi - sActiveSound) == nAmbientChannel) // f_2c was never set to anything other than 0.
nAmbientChannel = -1;
}
int nPitch;
if (v10)
nPitch = -(totalmoves&((1<<v10)-1))*16;
else
nPitch = 0;
if (vdi)
{
vdi->snd_pitch = nPitch;
if (nSprite < 0)
{
vdi->snd_x = soundx;
vdi->snd_y = soundy;
vdi->snd_sector = soundsect;
}
GetSpriteSoundPitch(soundsect, &nVolume, &nPitch, nLocalSectFlags);
vdi->snd_volume = nVolume;
vdi->snd_angle = nSoundAng;
vdi->snd_sprite = nSprite;
vdi->snd_id = nSound;
vdi->snd_time = (int)totalclock;
vdi->snd_priority = priority;
vdi->snd_ambientflag = vc;
int bLoop = looped[nSound];
if (nSprite)
{
vdi->snd_channel = soundEngine->StartSound(SOURCE_Actor, &sprite[nSprite], nullptr, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
}
else
{
vec3_t v = { soundx, soundy, soundz };
FVector3 vv = GetSoundPos(&v);
vdi->snd_channel = soundEngine->StartSound(SOURCE_Unattached, nullptr, &vv, CHAN_BODY, CHANF_OVERLAP, nSound+1, nVolume / 255.f, ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
}
if (v14)
nAmbientChannel = v14;
// Nuke: added nSprite >= 0 check
if (nSprite != nLocalSpr && nSprite >= 0 && (sprite[nSprite].cstat&257))
nCreepyTimer = kCreepyCount;
return v14;
}
return -1;
}
//==========================================================================
//
//
//
//==========================================================================
short PlayFXAtXYZ(unsigned short ax, int x, int y, int z, int nSector)
{
soundx = x;
soundy = y;
soundz = z;
soundsect = nSector&0x3fff;
short nSnd = PlayFX2(ax, -1);
if (nSnd > -1 && (nSector&0x4000))
sActiveSound[nSnd].snd_priority = 2000;
return nSnd;
}
//==========================================================================
//
//
//
//==========================================================================
void CheckAmbience(short nSector)
{
if (SectSound[nSector] != -1)
{
short nSector2 = SectSoundSect[nSector];
walltype* pWall = &wall[sector[nSector2].wallptr];
if (nAmbientChannel < 0)
{
PlayFXAtXYZ(SectSound[nSector] | 0x4000, pWall->x, pWall->y, sector[nSector2].floorz, nSector);
return;
}
ActiveSound* pASound = &sActiveSound[nAmbientChannel];
if (nSector == nSector2)
{
spritetype* pSprite = &sprite[PlayerList[0].nSprite];
pASound->snd_x = pSprite->x;
pASound->snd_y = pSprite->y;
pASound->snd_z = pSprite->z;
}
else
{
pASound->snd_x = pWall->x;
pASound->snd_y = pWall->y;
pASound->snd_z = sector[nSector2].floorz;
}
}
else if (nAmbientChannel != -1)
{
if (sActiveSound[nAmbientChannel].snd_channel)
soundEngine->StopChannel(sActiveSound[nAmbientChannel].snd_channel);
sActiveSound[nAmbientChannel].snd_channel = nullptr;
nAmbientChannel = -1;
}
}
//==========================================================================
//
//
//
//==========================================================================
void UpdateCreepySounds()
{
if (levelnum == 20 || nFreeze)
return;
spritetype* pSprite = &sprite[PlayerList[nLocalPlayer].nSprite];
nCreepyTimer--;
if (nCreepyTimer <= 0)
{
if (nCreaturesLeft > 0 && !(SectFlag[nPlayerViewSect[nLocalPlayer]] & 0x2000))
{
int vsi = seq_GetFrameSound(SeqOffsets[kSeqCreepy], totalmoves % SeqSize[SeqOffsets[kSeqCreepy]]);
if (vsi >= 0 && (vsi & 0x1ff) < kMaxSounds)
{
int vdx = (totalmoves + 32) & 31;
if (totalmoves & 1)
vdx = -vdx;
int vax = (totalmoves + 32) & 63;
if (totalmoves & 2)
vax = -vax;
PlayFXAtXYZ(vsi, pSprite->x + vdx, pSprite->y + vax, pSprite->z, pSprite->sectnum);
}
}
nCreepyTimer = kCreepyCount;
}
}
//==========================================================================
//
//
//
//==========================================================================
short D3PlayFX(unsigned short nSound, short nVal)
{
return PlayFX2(nSound, nVal);
}
void StopSpriteSound(short nSprite)
{
for (int i = 0; i < kMaxActiveSounds; i++)
{
if (sActiveSound[i].snd_channel != nullptr && nSprite == sActiveSound[i].snd_sprite)
{
soundEngine->StopChannel(sActiveSound[i].snd_channel);
sActiveSound[i].snd_channel = nullptr;
return;
}
}
}
void StopAllSounds(void)
{
soundEngine->StopAllChannels();
for (int i = 0; i < kMaxActiveSounds; i++)
{
sActiveSound[i].snd_channel = nullptr;
}
nAmbientChannel = -1;
}
//==========================================================================
//
//
//
//==========================================================================
void PlayTitleSound(void)
{
PlayLocalSound(StaticSound[kSound10], 0);
}
void PlayLogoSound(void)
{
PlayLocalSound(StaticSound[kSound28], 7000);
}
void PlayGameOverSound(void)
{
PlayLocalSound(StaticSound[kSound28], 0);
}
END_PS_NS