mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
61 lines
No EOL
1.7 KiB
C++
61 lines
No EOL
1.7 KiB
C++
#pragma once
|
|
#include "s_soundinternal.h"
|
|
#include "m_fixed.h"
|
|
#include "vectors.h"
|
|
#include "build.h"
|
|
|
|
inline FVector3 GetSoundPos(const vec3_t *pos)
|
|
{
|
|
// converts a Build coordinate to a sound system coordinate
|
|
const float xmul = 1 / 16.f;
|
|
const float ymul = -1 / 16.f;
|
|
const float zmul = -1 / 256.f;
|
|
return { pos->X* xmul, pos->Z* zmul, pos->Y* ymul };
|
|
}
|
|
|
|
inline FVector3 GetSoundPos(const vec3_t& pos)
|
|
{
|
|
// converts a Build coordinate to a sound system coordinate
|
|
const float xmul = 1 / 16.f;
|
|
const float ymul = -1 / 16.f;
|
|
const float zmul = -1 / 256.f;
|
|
return { pos.X * xmul, pos.Z * zmul, pos.Y * ymul };
|
|
}
|
|
|
|
inline FVector3 GetSoundPos(const DVector3& pos)
|
|
{
|
|
return { float(pos.X), float(-pos.Z), float(-pos.Y) };
|
|
}
|
|
|
|
enum
|
|
{
|
|
SOURCE_Actor = SOURCE_None+1, // Sound is coming from an actor.
|
|
SOURCE_Ambient, // Sound is coming from a blood ambient definition.
|
|
SOURCE_Player, // SW player sound (player in SW maintains its own position separately from the sprite so needs to be special.)
|
|
SOURCE_Swirly, // Special stuff for Exhumed. (local sound with custom panning)
|
|
SOURCE_EXBoss, // Another special case for Exhumed.
|
|
};
|
|
|
|
|
|
inline void FX_StopAllSounds(void)
|
|
{
|
|
soundEngine->StopAllChannels();
|
|
}
|
|
|
|
void FX_SetReverb(int strength);
|
|
|
|
inline void FX_SetReverbDelay(int delay)
|
|
{
|
|
}
|
|
|
|
int S_LookupSound(const char* fn);
|
|
class FSerializer;
|
|
void S_SerializeSounds(FSerializer& arc);
|
|
|
|
class RazeSoundEngine : public SoundEngine
|
|
{
|
|
public:
|
|
virtual bool SourceIsActor(FSoundChan* chan) { return chan->SourceType == SOURCE_Actor; }
|
|
virtual int SoundSourceIndex(FSoundChan* chan) { return 0; }
|
|
virtual void SetSource(FSoundChan* chan, int index) {}
|
|
}; |