1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55
|
/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef __OBJECTSNDS_H__
#define __OBJECTSNDS_H__
#include "gamesnd/gamesnd.h"
#define OS_IN_USE (1<<0) // changed from OS_USED since it shadowed another macOS macro
#define OS_MAIN (1<<1) // "main" sound. attentuation does not apply until outside the radius of the object
#define OS_ENGINE (1<<2) // the engine sound; only played when engines are on
#define OS_TURRET_BASE_ROTATION (1<<3)
#define OS_TURRET_GUN_ROTATION (1<<4)
#define OS_SUBSYS_ALIVE (1<<5)
#define OS_SUBSYS_DEAD (1<<6)
#define OS_SUBSYS_DAMAGED (1<<7)
#define OS_SUBSYS_ROTATION (1<<8)
#define OS_PLAY_ON_PLAYER (1<<9)
#define OS_LOOPING_DISABLED (1<<10)
struct vec3d;
class object;
class ship_subsys;
extern int Obj_snd_enabled;
void obj_snd_level_init();
void obj_snd_level_close();
void obj_snd_do_frame();
// pos is the position of the sound source in the object's frame of reference.
// so, if the objp->pos was at the origin, the pos passed here would be the exact
// model coords of the location of the engine
// by passing vmd_zero_vector here, you get a sound centered directly on the object
// This function used to have a "main" argument, but that is equivalent to including OS_MAIN as one of the flags
int obj_snd_assign(int objnum, gamesnd_id sndnum, const vec3d *pos, int flags = 0, const ship_subsys *associated_sub = nullptr);
//Delete specific persistent sound on object
void obj_snd_delete(object *objp, int index);
// if sndnum is not -1, deletes all instances of the given sound within the object
void obj_snd_delete_type(int objnum, gamesnd_id sndnum = gamesnd_id(), ship_subsys *ss = NULL);
void obj_snd_delete_all();
void obj_snd_stop_all();
#endif
|