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https://github.com/ZDoom/Raze.git
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8a0f79141b
* gave reverb functions the proper 'S_' prefix for consistency. * Blood: fixed license of 4 files which do not contain any NBlood code anymore (sound code was completely rewritten, and all such code has long been moved out of d_menu.cpp) * Blood: renamed VIEWPOS_* constants
51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
#pragma once
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#include "s_soundinternal.h"
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#include "m_fixed.h"
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#include "vectors.h"
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#include "build.h"
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inline FVector3 GetSoundPos(const DVector3& pos)
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{
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return { float(pos.X), float(-pos.Z), float(-pos.Y) };
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}
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enum
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{
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SOURCE_Actor = SOURCE_None+1, // Sound is coming from an actor.
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SOURCE_Ambient, // Sound is coming from a blood ambient definition.
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SOURCE_Player, // SW player sound (player in SW maintains its own position separately from the sprite so needs to be special.)
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SOURCE_Swirly, // Special stuff for Exhumed. (local sound with custom panning)
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SOURCE_EXBoss, // Another special case for Exhumed.
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};
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inline void FX_StopAllSounds(void)
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{
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soundEngine->StopAllChannels();
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}
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void S_SetReverb(int strength);
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inline void FX_SetReverbDelay(int delay)
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{
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}
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int S_LookupSound(const char* fn);
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class FSerializer;
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void S_SerializeSounds(FSerializer& arc);
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int S_ReserveSoundSlot(const char* logicalname, int slotnum, int limit = 6);
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void S_CacheAllSounds(void);
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class RazeSoundEngine : public SoundEngine
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{
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public:
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RazeSoundEngine()
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{
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// add the empty sound right now.
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AddSoundLump("no_sound", fileSystem.CheckNumForFullName("engine/dsempty.lmp"), 0);
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}
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virtual bool SourceIsActor(FSoundChan* chan) { return chan->SourceType == SOURCE_Actor; }
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virtual int SoundSourceIndex(FSoundChan* chan) { return 0; }
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virtual void SetSource(FSoundChan* chan, int index) {}
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std::vector<uint8_t> ReadSound(int lumpnum) override;
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};
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