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📄 fx_man_fmod.h

📁 An interactive water fountain. A realistic water source in your pocket with full control. Contro
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//-------------------------------------------------------------------------/*Copyright (C) 1996, 2003 - 3D Realms EntertainmentThis file is part of Duke Nukem 3D version 1.5 - Atomic EditionDuke Nukem 3D is free software; you can redistribute it and/ormodify it under the terms of the GNU General Public Licenseas published by the Free Software Foundation; either version 2of 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 ofMERCHANTABILITY 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 Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.Original Source: 1994 - Jim DosePrepared for public release: 03/21/2003 - Charlie Wiederhold, 3D RealmsModifications for JonoF's port by Jonathon Fowler (jonof@edgenetwk.com)*///-------------------------------------------------------------------------#ifndef __FX_MAN_H#define __FX_MAN_Henum FX_ERRORS   {   FX_Warning = -2,   FX_Error = -1,   FX_Ok = 0,   FX_ASSVersion,   FX_FMODInit   };char *FX_ErrorString( int32_t ErrorNumber );int32_t   FX_Init( int32_t SoundCard, int32_t numvoices, int32_t numchannels, int32_t samplebits, unsigned mixrate );int32_t   FX_Shutdown( void );int32_t   FX_SetCallBack( void ( *function )( uint32_t ) );void  FX_SetVolume( int32_t volume );void  FX_SetReverseStereo( int32_t setting );int32_t   FX_GetReverseStereo( void );void  FX_SetReverb( int32_t reverb );void  FX_SetReverbDelay( int32_t delay );int32_t FX_VoiceAvailable( int32_t priority );int32_t FX_PlayLoopedVOC( char *ptr, int32_t loopstart, int32_t loopend,       int32_t pitchoffset, int32_t vol, int32_t left, int32_t right, int32_t priority,       uint32_t callbackval );int32_t FX_PlayLoopedWAV( char *ptr, int32_t loopstart, int32_t loopend,       int32_t pitchoffset, int32_t vol, int32_t left, int32_t right, int32_t priority,       uint32_t callbackval );int32_t FX_PlayVOC3D( char *ptr, int32_t pitchoffset, int32_t angle, int32_t distance,       int32_t priority, uint32_t callbackval );int32_t FX_PlayWAV3D( char *ptr, int32_t pitchoffset, int32_t angle, int32_t distance,       int32_t priority, uint32_t callbackval );int32_t FX_Pan3D( int32_t handle, int32_t angle, int32_t distance );int32_t FX_StopSound( int32_t handle );int32_t FX_StopAllSounds( void );int32_t FX_LoadSample(char *ptr, int32_t size, uint32_t number, int32_t priority);int32_t FX_SampleLoaded(uint32_t number);int32_t FX_PlayLoopedSound(int32_t,int32_t,uint32_t);int32_t FX_PlayPositionedSound(int32_t,int32_t,int32_t,uint32_t);int32_t FX_SimulateCallbacks(void);#endif

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