mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-15 15:11:41 +00:00
ec1c42b04a
All still relevant content was moved to places closer to its use.
40 lines
1 KiB
C++
40 lines
1 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 };
|
|
}
|
|
|
|
|
|
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);
|