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324056ad88
* removed some redundant functionality (e.g. Shift-F5 to change - use the console for that!) * removed a few more leftover parts of the old music system * savegames should not do more than resuming the music at the point of saving. (DN3D and RR only so far. Blood to be done.) * handle music enabling/disabling in the backend, which simply knows better what to do. This was only working in the menu, so changing the CVAR had no effect.
97 lines
2.9 KiB
C
97 lines
2.9 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 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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inline 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_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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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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