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

86 lines
2 KiB
C

//****************************************************************************
//
// sounds.h
//
//****************************************************************************
#ifndef sounds_public_h_
#define sounds_public_h_
#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_ONEINST_INTERNAL = 32,
SF_DTAG = 128,
};
enum esound_t
{
kPitchStart,
kPitchEnd,
kVolAdjust,
kPriority,
kFlags,
kWorldTourMapping,
kMaxUserData
};
void S_InitSound();
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();
int S_PlaySound(int num, int channel = CHAN_AUTO, EChanFlags flags = 0, float vol =0.8f);
int S_PlaySound3D(int num, int spriteNum, const vec3_t* pos, int channel = CHAN_AUTO, EChanFlags flags = 0);
int S_PlayActorSound(int soundNum, int spriteNum, int channel = CHAN_AUTO, EChanFlags flags = 0);
void S_RelinkActorSound(int from, int to);
void S_MenuSound(void);
void S_StopSound(int sndNum, int sprNum = -1, int flags = -1);
int S_CheckSoundPlaying(int soundNum);
inline int S_CheckSoundPlaying(int sprnum, int soundNum) { return S_CheckSoundPlaying(soundNum); }
int S_CheckActorSoundPlaying(int spriteNum, int soundNum, int channel = 0);
int S_CheckAnyActorSoundPlaying(int spriteNum);
void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset);
int S_GetUserFlags(int sndnum);
inline bool S_IsSoundValid(int num)
{
return (!soundEngine->isValidSoundId(num + 1));
}
void S_PlayRRMusic(int newTrack = -1);
void S_PlayBonusMusic();
void S_PlayLevelMusic(MapRecord* mi);
void S_PlaySpecialMusic(unsigned int);
void S_ContinueLevelMusic(void);
// Placeholders.
inline void StopCommentary()
{}
inline bool StartCommentary(int tag, int sprnum)
{
return false;
}
extern TArray<FString> specialmusic;
END_DUKE_NS
#endif