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