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/*
* 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 __OBJECTSND_H__
#define __OBJECTSND_H__
#define OS_USED (1<<0)
#define OS_DS3D (1<<1)
#define OS_MAIN (1<<2) // "main" sound. attentuation does not apply until outside the radius of the object
#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)
struct vec3d;
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
// NOTE : if main is true, the attentuation factors don't apply if you're within the radius of the object
int obj_snd_assign(int objnum, int sndnum, vec3d *pos, int main, int flags=0, struct ship_subsys *associated_sub=NULL);
//Delete specific persistent sound on object
void obj_snd_delete(int objnum, int index);
// if sndnum is not -1, deletes all instances of the given sound within the object
void obj_snd_delete_type(int objnum, int sndnum = -1, struct ship_subsys *ss = NULL);
void obj_snd_delete_all();
void obj_snd_stop_all();
int obj_snd_is_playing(int objnum, int index);
int obj_snd_return_instance(int objnum, int index);
int obj_snd_update_offset(int objnum, int index, vec3d *new_offset);
#endif
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