raze/source/games/duke/src/sounds.h

113 lines
3 KiB
C++

//****************************************************************************
//
// sounds.h
//
//****************************************************************************
#pragma once
#include "raze_sound.h"
#include "raze_music.h"
struct MapRecord;
BEGIN_DUKE_NS
// Sound flags
enum {
SF_LOOP = 1,
SF_MSFX = 2,
SF_TALK = 4,
SF_ADULT = 8,
SF_GLOBAL = 16,
SF_DTAG = 128,
SF_CON_MASK = 159,
};
enum esound_t
{
kVolAdjust,
kFlags,
kWorldTourMapping,
kMaxUserData
};
class DDukeActor;
int S_PlaySound(FSoundID num, int channel = CHAN_AUTO, EChanFlags flags = 0, float vol = 0.8f);
int S_PlaySound3D(FSoundID num, DDukeActor* spriteNum, const DVector3& pos, int channel = CHAN_AUTO, EChanFlags flags = 0);
int S_PlayActorSound(FSoundID soundNum, DDukeActor* spriteNum, int channel = CHAN_AUTO, EChanFlags flags = 0);
void S_StopSound(FSoundID sndNum, DDukeActor* spr = nullptr, int flags = -1);
void S_ChangeSoundPitch(FSoundID soundNum, DDukeActor* spriteNum, int pitchoffset);
int S_CheckActorSoundPlaying(DDukeActor* spriteNum, FSoundID soundNum, int channel = 0);
int S_CheckSoundPlaying(FSoundID soundNum);
void S_CacheAllSounds(void);
int S_DefineSound(unsigned index, const char* filename, int ps, int pe, int pr, int m, int vo, float vol);
void S_WorldTourMappingsForOldSounds();
void S_MenuSound(void);
int S_CheckAnyActorSoundPlaying(DDukeActor* spriteNum);
int S_GetUserFlags(FSoundID sndnum);
inline bool S_IsSoundValid(int num)
{
return !soundEngine->isValidSoundId(S_FindSoundByResID(num));
}
inline int S_PlaySound(int num, int channel = CHAN_AUTO, EChanFlags flags = 0, float vol = 0.8f)
{
return S_PlaySound(S_FindSoundByResID(num), channel, flags, vol);
}
inline int S_PlaySound3D(int num, DDukeActor* spriteNum, const DVector3& pos, int channel = CHAN_AUTO, EChanFlags flags = 0)
{
return S_PlaySound3D(S_FindSoundByResID(num), spriteNum, pos, channel, flags);
}
inline int S_PlayActorSound(int soundNum, DDukeActor* spriteNum, int channel = CHAN_AUTO, EChanFlags flags = 0)
{
return S_PlayActorSound(S_FindSoundByResID(soundNum), spriteNum, channel, flags);
}
inline void S_StopSound(int sndNum, DDukeActor* spr = nullptr, int flags = -1)
{
return S_StopSound(S_FindSoundByResID(sndNum), spr, flags);
}
inline void S_ChangeSoundPitch(int soundNum, DDukeActor* spriteNum, int pitchoffset)
{
S_ChangeSoundPitch(S_FindSoundByResID(soundNum), spriteNum, pitchoffset);
}
inline int S_CheckActorSoundPlaying(DDukeActor* spriteNum, int soundNum, int channel = 0)
{
return S_CheckActorSoundPlaying(spriteNum, S_FindSoundByResID(soundNum), channel);
}
inline int S_CheckSoundPlaying(int soundNum)
{
return S_CheckSoundPlaying(S_FindSoundByResID(soundNum));
}
inline int S_GetUserFlags(int soundNum)
{
return S_GetUserFlags(S_FindSoundByResID(soundNum));
}
void S_PlayRRMusic(int newTrack = -1);
void S_PlayBonusMusic();
void S_PlayLevelMusic(MapRecord* mi);
void S_ContinueLevelMusic(void);
// Placeholders.
void S_ParseDeveloperCommentary();
void StopCommentary();
int StartCommentary(int tag, DDukeActor* sprnum);
END_DUKE_NS