mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
43 lines
1.1 KiB
C++
43 lines
1.1 KiB
C++
#pragma once
|
|
#include "s_soundinternal.h"
|
|
#include "m_fixed.h"
|
|
#include "vectors.h"
|
|
#include "build.h"
|
|
|
|
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) {}
|
|
};
|