📄 s_sound.h
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// Emacs style mode select -*- C++ -*-//-----------------------------------------------------------------------------//// $Id: s_sound.h,v 1.8 2001/04/17 22:26:07 calumr Exp $//// Copyright (C) 1993-1996 by id Software, Inc.// Portions Copyright (C) 1998-2000 by DooM Legacy Team.//// 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.////// $Log: s_sound.h,v $// Revision 1.8 2001/04/17 22:26:07 calumr// Initial Mac add//// Revision 1.7 2001/02/24 13:35:21 bpereira// no message//// Revision 1.6 2000/11/02 17:50:10 stroggonmeth// Big 3Dfloors & FraggleScript commit!!//// Revision 1.5 2000/05/13 19:52:10 metzgermeister// cd vol jiggle//// Revision 1.4 2000/04/21 08:23:47 emanne// To have SDL working.// Makefile: made the hiding by "@" optional. See the CC variable at// the begining. Sorry, but I like to see what's going on while building//// qmus2mid.h: force include of qmus2mid_sdl.h when needed.// s_sound.c: ??!// s_sound.h: with it.// (sorry for s_sound.* : I had problems with cvs...)//// Revision 1.3 2000/03/12 23:21:10 linuxcub// Added consvars which hold the filenames and arguments which will be used// when running the soundserver and musicserver (under Linux). I hope I// didn't break anything ... Erling Jacobsen, linuxcub@email.dk//// Revision 1.2 2000/02/27 00:42:11 hurdler// fix CR+LF problem//// Revision 1.1.1.1 2000/02/22 20:32:32 hurdler// Initial import into CVS (v1.29 pr3)////// DESCRIPTION:// The not so system specific sound interface.////-----------------------------------------------------------------------------#ifndef __S_SOUND__#define __S_SOUND__#include "sounds.h"// killough 4/25/98: mask used to indicate sound origin is player item pickup#define PICKUP_SOUND (0x8000)extern consvar_t stereoreverse;extern consvar_t cv_soundvolume;extern consvar_t cv_musicvolume;extern consvar_t cv_numChannels;#ifdef SNDSERVextern consvar_t sndserver_cmd;extern consvar_t sndserver_arg;#endif#ifdef MUSSERVextern consvar_t musserver_cmd;extern consvar_t musserver_arg;#endifextern CV_PossibleValue_t soundvolume_cons_t[];//part of i_cdmus.cextern consvar_t cd_volume;extern consvar_t cdUpdate;#ifdef LINUXextern consvar_t cv_jigglecdvol;#endif#ifdef __MACOS__typedef enum{ music_normal, playlist_random, playlist_normal} playmode_t;extern consvar_t play_mode;#endif// register sound vars and commands at game startupvoid S_RegisterSoundStuff (void);//// Initializes sound stuff, including volume// Sets channels, SFX and music volume,// allocates channel buffer, sets S_sfx lookup.//void S_Init (int sfxVolume, int musicVolume);//// Per level startup code.// Kills playing sounds at start of level,// determines music if any, changes music.//void S_StopSounds();void S_Start(void);//// basicaly a wgetnumforname with adding "ds" at the begin of string// return a lumpnum//int S_GetSfxLumpNum (sfxinfo_t* sfx);//// Start sound for thing at <origin>// using <sound_id> from sounds.h//voidS_StartSound( void* origin, int sound_id );// Will start a sound at a given volume.voidS_StartSoundAtVolume( void* origin, int sound_id, int volume );// Stop sound for thing at <origin>void S_StopSound(void* origin);// Start music using <music_id> from sounds.hvoid S_StartMusic(int music_id);// Start music using <music_id> from sounds.h,// and set whether loopingvoid S_ChangeMusic (int music_num, int looping);void S_ChangeMusicName(char *name, int looping);// Stops the music fer sure.void S_StopMusic(void);// Stop and resume music, during game PAUSE.void S_PauseSound(void);void S_ResumeSound(void);//// Updates music & sounds//void S_UpdateSounds(void);void S_SetMusicVolume(int volume);void S_SetSfxVolume(int volume);int S_SoundPlaying(void *origin, int id);void S_StartSoundName(void *mo, char *soundname);#endif
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