zduke/source/doomlayer/s_sound.h

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2020-07-17 08:59:23 +00:00
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// The not so system specific sound interface.
//
//-----------------------------------------------------------------------------
#ifndef __S_SOUND__
#define __S_SOUND__
#include "tarray.h"
#include "doomtype.h"
#include "build.h"
#define MAX_SNDNAME 23
//
// SoundFX struct.
//
struct sfxinfo_t
{
union
{
char Name[MAX_SNDNAME+1];
int LumpNum;
};
// A non-null data means the sound has been loaded.
void* data;
void* altdata;
WORD bHaveLoop:1;
WORD bPlayedNormal:1;
WORD bPlayedLoop:1;
WORD bWadLump:1;
// WORD bRandomHeader:1;
// WORD bPlayerReserve:1;
WORD bForce11025:1;
WORD bForce22050:1;
WORD bLoadRAW:1;
WORD b16bit:1;
WORD bRepeat:1;
WORD bMusicAndSfx:1;
WORD bDukeVoice:1;
WORD bLockout:1;
WORD bGlobHeard:1;
WORD bFullVolume:1;
WORD link;
enum { NO_LINK = 0xffff };
short PitchStart, PitchEnd, VolumeAdjust;
BYTE Priority;
};
// the complete set of sound effects
extern TArray<sfxinfo_t> S_sfx;
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
//
void S_Init ();
// Per level startup code.
// Kills playing sounds at start of level and starts new music.
//
void S_Start ();
// Start sound for thing at <ent>
void S_SoundID (int channel, int sfxid, float volume, int attenuation);
void S_SoundID (spritetype *ent, int channel, int sfxid, float volume, int attenuation);
void S_SoundID (long *pt, int channel, int sfxid, float volume, int attenuation);
void S_SoundID (long x, long y, long z, int channel, int sfxid, float volume, int attenuation);
void S_LoopedSoundID (spritetype *ent, int channel, int sfxid, float volume, int attenuation);
void S_LoopedSoundID (long *pt, int channel, int sfxid, float volume, int attenuation);
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) always override a playing sound on that channel
//
// CHAN_AUTO searches down from channel 7 until it finds a channel not in use
// CHAN_WEAPON is for weapons
// CHAN_VOICE is for oof, sight, or other voice sounds
// CHAN_ITEM is for small things and item pickup
// CHAN_BODY is for generic body sounds
// CHAN_PICKUP is can optionally be set as a local sound only for "compatibility"
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
// modifier flags
#define CHAN_LISTENERZ 8
#define CHAN_IMMOBILE 16
#define CHAN_MAYBE_LOCAL 32
#define CHAN_PICKUP (CHAN_ITEM|CHAN_MAYBE_LOCAL)
// sound attenuation values
#define ATTN_NONE 0 // full volume the entire level
#define ATTN_NORM 1
#define ATTN_IDLE 2
#define ATTN_STATIC 3 // diminish very rapidly with distance
#define ATTN_SURROUND 4 // like ATTN_NONE, but plays in surround sound
int S_PickReplacement (int refid);
// [RH] From Hexen.
// Prevents too many of the same sound from playing simultaneously.
BOOL S_StopSoundID (int sound_id, int priority, int limit, long x, long y, long z);
// Stops a sound emanating from one of an entity's channels
void S_StopSound (spritetype *ent, int channel);
void S_StopSound (long *pt, int channel);
// Stop sound for all channels
void S_StopAllChannels (void);
// Is the sound playing on one of the entity's channels?
bool S_GetSoundPlayingInfo (spritetype *ent, int sound_id);
bool S_GetSoundPlayingInfo (long *pt, int sound_id);
bool S_IsActorPlayingSomething (spritetype *actor, int channel);
// Moves all sounds from one mobj to another
void S_RelinkSound (spritetype *from, spritetype *to);
// Start music using <music_name>
bool S_StartMusic (char *music_name);
// Start music using <music_name>, and set whether looping
bool S_ChangeMusic (const char *music_name, int order=0, bool looping=true, bool force=false);
// Start playing a cd track as music
bool S_ChangeCDMusic (int track, unsigned int id=0, bool looping=true);
void S_RestartMusic ();
int S_GetMusic (char **name);
// Stops the music for sure.
void S_StopMusic (bool force);
// Stop and resume music, during game PAUSE.
void S_PauseSound ();
void S_ResumeSound ();
//
// Updates music & sounds
//
void S_UpdateSounds ();
// [RH] Prints sound debug info to the screen.
// Modelled after Hexen's noise cheat.
void S_NoiseDebug ();
#endif