raze-gles/source/duke3d/src/sounds.h
terminx e06962460b More premap cleanup
git-svn-id: https://svn.eduke32.com/eduke32@7175 1a8010ca-5511-0410-912e-c29ae57300e0
2018-11-18 18:08:14 +00:00

108 lines
3.2 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 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.
*/
//-------------------------------------------------------------------------
//****************************************************************************
//
// sounds.h
//
//****************************************************************************
#ifndef sounds_public_h_
#define sounds_public_h_
#include "sounds_common.h"
#ifdef __cplusplus
extern "C" {
#endif
// KEEPINSYNC lunatic/con_lang.lua
#define MAXSOUNDS 4096
#define MAXSOUNDINSTANCES 8
#define LOUDESTVOLUME 111
#define MUSIC_ID -65536
typedef struct
{
int16_t owner;
int16_t id;
uint16_t dist;
uint16_t clock;
} assvoice_t;
typedef struct
{
char * ptr, *filename; // 8b/16b
int32_t length, num, siz; // 12b
float volume; // 4b
assvoice_t voices[MAXSOUNDINSTANCES]; // 64b
int16_t ps, pe, vo; // 6b
char pr, m; // 2b
} sound_t;
extern char g_soundlocks[MAXSOUNDS];
extern sound_t g_sounds[MAXSOUNDS];
extern int32_t g_numEnvSoundsPlaying,g_highestSoundIdx;
bool A_CheckSoundPlaying(int spriteNum,int soundNum);
int A_PlaySound(int soundNum, int spriteNum);
void S_Callback(uint32_t num);
bool A_CheckAnySoundPlaying(int spriteNum);
bool S_CheckSoundPlaying(int spriteNum,int soundNum);
void S_Cleanup(void);
void S_ClearSoundLocks(void);
int32_t S_LoadSound(uint32_t num);
void cacheAllSounds(void);
void S_MenuSound(void);
void S_MusicShutdown(void);
void S_MusicStartup(void);
void S_MusicVolume(int32_t volume);
void S_RestartMusic(void);
void S_PauseMusic(bool paused);
void S_PauseSounds(bool paused);
bool S_TryPlayLevelMusic(unsigned int m);
void S_PlayLevelMusicOrNothing(unsigned int);
int S_TryPlaySpecialMusic(unsigned int);
void S_PlaySpecialMusicOrNothing(unsigned int);
void S_ContinueLevelMusic(void);
int S_PlaySound(int num);
int S_PlaySound3D(int num, int spriteNum, const vec3_t *pos);
void S_SoundShutdown(void);
void S_SoundStartup(void);
void S_StopEnvSound(int32_t num,int32_t i);
void S_StopAllSounds(void);
void S_StopMusic(void);
void S_Update(void);
void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset);
int32_t S_GetMusicPosition(void);
void S_SetMusicPosition(int32_t position);
static inline bool S_IsAmbientSFX(int spriteNum)
{
return (sprite[spriteNum].picnum == MUSICANDSFX && sprite[spriteNum].lotag < 999);
}
#ifdef __cplusplus
}
#endif
#endif