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78 lines
2.4 KiB
C
78 lines
2.4 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "misc.h"
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#include "raze_music.h"
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#include "s_soundinternal.h"
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BEGIN_BLD_NS
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struct SFX
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{
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int relVol;
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int pitch;
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int pitchRange;
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int format;
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int loopStart;
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char rawName[9];
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};
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int sndGetRate(int format);
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bool sndCheckPlaying(unsigned int nSound);
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void sndStopSample(unsigned int nSound);
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void sndStartSample(const char* pzSound, int nVolume, int nChannel = -1);
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void sndStartSample(unsigned int nSound, int nVolume, int nChannel = -1, bool bLoop = false, EChanFlags soundflags = CHANF_NONE);
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void sndStartWavID(unsigned int nSound, int nVolume, int nChannel = -1);
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void sndStartWavDisk(const char* pzFile, int nVolume, int nChannel = -1);
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void sndKillAllSounds(void);
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void sndProcess(void);
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void sndTerm(void);
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void sndInit(void);
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void sfxPlay3DSound(const DVector3& pos, int soundId, sectortype* pSector);
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inline void sfxPlay3DSound(int x, int y, int z, int soundId, sectortype* pSector)
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{
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DVector3 pos(x * inttoworld, y * inttoworld, z * zinttoworld);
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sfxPlay3DSound(pos, soundId, pSector);
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}
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void sfxPlay3DSound(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0);
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void sfxPlay3DSoundCP(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = 0);
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void sfxKill3DSound(DBloodActor* pSprite, int a2 = -1, int a3 = -1);
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void sfxKillAllSounds(void);
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void sfxSetReverb(bool toggle);
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void sfxSetReverb2(bool toggle);
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void ambProcess(PLAYER* pPlayer);
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void ambKillAll(void);
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void ambInit(void);
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enum EPlayFlags
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{
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FX_GlobalChannel = 1,
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FX_SoundMatch = 2,
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FX_ChannelMatch = 4,
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};
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END_BLD_NS
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