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5448f6ec2c
* DObjects may not be memset to 0. * There was still code trying to retrieve the player index with pointer artithmetic. With an array of pointers this does not work.
51 lines
1.4 KiB
C
51 lines
1.4 KiB
C
#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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void sfxPlay3DSound(DBloodActor* pSprite, int soundId, int a3 = -1, int a4 = 0);
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void sfxPlay3DSoundVolume(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(DBloodPlayer* 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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