raze-gles/source/sw/src/sounds.h

184 lines
6.2 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
//****************************************************************************
//
// sounds.h
//
//****************************************************************************
#include "mytypes.h"
#ifndef sw_sounds_public_
#define sw_sounds_public_
BEGIN_SW_NS
void SoundStartup(void);
void SoundShutdown(void);
void MusicStartup(void);
void MusicShutdown(void);
// 3D sound engine declarations //////////////////////////////////////////////
// Flag settings used to turn on and off 3d sound options
enum
{
v3df_none = 0, // Default, take no action, use all defaults
v3df_follow = 1, // 1 = Do coordinate updates on sound
// Use this only if the sprite won't be deleted soon
v3df_kill = 2, // 1 = Sound is to be deleted
v3df_doppler = 4, // 1 = Don't use doppler pitch variance
v3df_dontpan = 8, // 1 = Don't do panning of sound
v3df_ambient = 16, // 1 = Sound is ambient, use ambient struct info.
v3df_intermit = 32, // 1 = Intermittant sound
v3df_init = 64, // 1 = First pass of sound, don't play it.
// This is mainly used for intermittent sounds
v3df_nolookup = 128, // don't use ambient table lookup
};
typedef int Voc3D_Flags;
struct VOCstruct;
typedef struct VOCstruct VOC_INFO, *VOC_INFOp;
#if 0
struct VOC3Dstruct;
typedef struct VOC3Dstruct VOC3D_INFO, *VOC3D_INFOp;
#endif
struct ambientstruct;
typedef struct ambientstruct AMB_INFO, *AMB_INFOp;
void DoUpdateSounds(void);
void Terminate3DSounds(void);
void Set3DSoundOwner(short spritenum);
void PlaySpriteSound(short spritenum, int attrib_ndx, Voc3D_Flags flags);
void DeleteNoSoundOwner(short spritenum);
void DeleteNoFollowSoundOwner(short spritenum);
inline SWBOOL CacheSound(int num, int type) { return false; }
void COVER_SetReverb(int amt);
void UnInitSound(void);
void InitFX(void);
void StopFX(void);
void StopSound(void);
void StartAmbientSound(void);
void StopAmbientSound(void);
SWBOOL PlaySong(const char *mapname, const char *song_file_name, int cdaudio_track, bool isThemeTrack = false); //(nullptr, nullptr, -1, false) starts the normal level music.
void PlaySoundRTS(int rts_num);
//
// Standard VOC format information - generally don't need this
//
typedef struct
{
uint8_t filler[0x1a];
uint8_t type;
uint32_t length;
uint8_t filler2;
uint8_t freq;
uint8_t pack;
uint8_t data[1];
} *VOC_HDRp;
// Ambient Sound Structure
struct ambientstruct
{
int16_t name;
int16_t diginame;
Voc3D_Flags ambient_flags;
int maxtics; // When tics reaches this number next
// sound happens
};
// VOC File flag settings for digi_entries.
enum
{
vf_normal = 0,
vf_loop = 1
};
typedef int Voc_Flags;
//
// Table that describes the voc file and how it will be played
// Can be easily extended, but you may need to change digi.h
//
//struct STATEstruct;
//typedef struct VOCstruct VOC_INFO, *VOC_INFOp;
struct VOCstruct
{
char name[14]; // name of voc file on disk
uint8_t* data; // pointer to voc data
int datalen; // length of voc data
int16_t pitch_lo; // lo pitch value
int16_t pitch_hi; // hi pitch value
uint8_t priority; // priority at which vocs are played
int16_t voc_num; // Backward reference to parent sound
int voc_distance; // Sound's distance effectiveness
Voc_Flags voc_flags; // Various allowable flag settings for voc
uint16_t lock; // locking byte for caching
uint8_t playing; // number of this type of sound currently playing
};
// JIMSOUND3D(tm) variables section //////////////////////////////////////////
#if 0
struct VOC3Dstruct
{
VOC_INFOp vp; // Pointer to the sound
int *x; // Pointer to x coordinate
int *y; // Pointer to y coordinate
int *z; // Pointer to z coordinate
int fx, fy, fz; // Non-Follow literal values
Voc3D_Flags flags; // 3d voc sound flags
int handle; // Current handle to the voc
short doplr_delta; // Change in distance since last call
VOC3D_INFOp prev, next; // Linked voc list
short owner; // Hold index into user array to
// delete looping sounds
int num; // Digital Entry number used for
// callback of looping sounds
// If sound is active but user == 0, stop the sound
short dist; // Current distance of sound from player
uint8_t priority; // Used to force a higher priority based on distance
int tics; // Tics used to count to next sound occurance
int maxtics; // Tics until next sound occurance
// for intermittent sounds
SWBOOL deleted; // Has sound been marked for deletion?
SWBOOL FX_Ok; // Did this sound play ok?
};
#endif
extern VOC_INFO voc[];
END_SW_NS
#endif