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Wolf3D-iOS/wolf3d/code/env/sound_local.h

114 lines
2.9 KiB
C

/*
Copyright (C) 2004-2005 Michael Liebscher
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
* sound_local.h:
*
* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
* Date: 2004
*
* Acknowledgement:
* This code was derived from Quake II, and was originally
* written by Id Software, Inc.
*
* Acknowledgement:
* Portion of this code was derived from Quake II Evolved.
*
*/
#ifndef __SOUND_LOCAL_H__
#define __SOUND_LOCAL_H__
typedef struct sfx_s
{
char name[ MAX_GAMEPATH ];
_boolean defaulted;
_boolean loaded;
int samples;
int rate;
unsigned format; /* Sound samples: format specifier */
unsigned bufferNum;
struct sfx_s *nextHash;
} sfx_t;
// A playSound will be generated by each call to S_StartSound.
// When the mixer reaches playSound->beginTime, the playSound will be
// assigned to a channel.
typedef struct playSound_s
{
struct playSound_s *prev, *next;
sfx_t *sfx;
int entNum;
int entChannel;
_boolean fixedPosition; // Use position instead of fetching entity's origin
vec3_t position; // Only use if fixedPosition is set
float volume;
float attenuation;
int beginTime; // Begin at this time
} playSound_t;
typedef struct
{
_boolean streaming;
sfx_t *sfx; // NULL if unused
int entNum; // To allow overriding a specific sound
int entChannel;
int startTime; // For overriding oldest sounds
_boolean loopSound; // Looping sound
int loopNum; // Looping entity number
int loopFrame; // For stopping looping sounds
_boolean fixedPosition; // Use position instead of fetching entity's origin
vec3_t position; // Only use if fixedPosition is set
float volume;
float distanceMult;
unsigned sourceName; // OpenAL sourceName
} channel_t;
typedef struct
{
vec3_t position;
vec3_t velocity;
float orientation[ 6 ];
} listener_t;
// extern void Sound_SoundList_f( void );
extern _boolean Sound_LoadSound( sfx_t *sfx );
extern sfx_t *Sound_FindSound( const char *name );
extern _boolean Sound_Device_Setup( void );
extern void Sound_Device_Shutdown( void );
void AL_CheckErrors();
void ALC_CheckErrors();
#endif /* __SOUND_LOCAL_H__ */