aboutsummaryrefslogtreecommitdiff
path: root/src/parsec/include/aud_game.h
diff options
context:
space:
mode:
authorFelix Morgner <felix.morgner@gmail.com>2026-08-24 11:16:07 +0200
committerFelix Morgner <felix.morgner@gmail.com>2026-08-24 11:16:07 +0200
commitc068f22329d5cc722622a2183bbb22eef2093df7 (patch)
tree12d56c1aede67988a55e241364606bfbb4dba933 /src/parsec/include/aud_game.h
downloadopenparsec-c068f22329d5cc722622a2183bbb22eef2093df7.tar.xz
openparsec-c068f22329d5cc722622a2183bbb22eef2093df7.zip
initial importHEADmain
Diffstat (limited to 'src/parsec/include/aud_game.h')
-rw-r--r--src/parsec/include/aud_game.h236
1 files changed, 236 insertions, 0 deletions
diff --git a/src/parsec/include/aud_game.h b/src/parsec/include/aud_game.h
new file mode 100644
index 0000000..1347d20
--- /dev/null
+++ b/src/parsec/include/aud_game.h
@@ -0,0 +1,236 @@
+/*
+ * PARSEC HEADER: aud_game.h
+ */
+
+#ifndef _AUD_GAME_H_
+#define _AUD_GAME_H_
+
+
+// aud_game.c implements the following functions
+// ---------------------------------------------
+// int AUD_DamageRepaired();
+// int AUD_EnergyBoosted();
+// int AUD_ExtraCollected( int type );
+// int AUD_Laser( GenObject *objectpo );
+// int AUD_Missile( GenObject *objectpo );
+// int AUD_Mine( GenObject *objectpo );
+// int AUD_Locked();
+// int AUD_LowEnergy();
+// int AUD_MaxedOut( int type );
+// int AUD_MineCollision();
+// int AUD_PlayerKilled();
+// int AUD_Select1();
+// int AUD_Select2();
+// int AUD_ShipDestroyed( GenObject *objectpo );
+// int AUD_Tracking();
+// int AUD_EnergyExtra();
+// int AUD_Lightning( ShipObject *shippo );
+// int AUD_LightningOff( ShipObject *shippo );
+// int AUD_TrackingBeep();
+// int AUD_ButtonSlided();
+// int AUD_SpaceCraftViewerIn();
+// int AUD_SpaceCraftViewerOut();
+// int AUD_NewPlayerJoined();
+// int AUD_SelectLaser( int sellaser );
+// int AUD_SelectMissile( int selmissile );
+// int AUD_SlideIn( int type );
+// int AUD_SlideOut( int type );
+// int AUD_Countdown( int num );
+// int AUD_StartThrust();
+// int AUD_IncomingMissile( int looptime );
+// int AUD_BootOnBoardComputer();
+// int AUD_StopOnBoardComputer();
+// int AUD_StartLaserBeam();
+// int AUD_StopLaserBeam();
+// int AUD_EnemyShieldHit();
+// int AUD_EnemyHullHit();
+// int AUD_PlayerShieldHit();
+// int AUD_PlayerHullHit();
+// int AUD_MineDetector();
+// int AUD_LowShields();
+// int AUD_ActivateAfterBurner();
+// int AUD_DeactivateAfterBurner();
+// int AUD_SwarmMissiles( Vertex3 *origin, GenObject *dummyobj );
+// int AUD_SwarmMissilesOff( GenObject *dummypo );
+// int AUD_PhotonLoading( ShipObject *objectpo );
+// int AUD_PhotonLoadingOff( ShipObject *objectpo );
+// int AUD_PhotonFiring( GenObject* objectpo );
+// int AUD_KillsLeft( int killsleft );
+// int AUD_EmpBlast( ShipObject *shippo, int level );
+// int AUD_YouDidIt();
+// int AUD_YouHaveLost();
+// int AUD_LiCommenting( int lcid );
+// int AUD_LiBabbling( int lbid );
+// int AUD_JimCommenting( int jcid );
+// int AUD_JimBabbling( int jbid );
+// int AUD_Helix( ShipObject *shippo );
+// int AUD_HelixOff( ShipObject *shippo );
+// int AUD_Teleporter( GenObject* teleporter );
+// int AUD_TeleporterOff( GenObject* teleporter );
+// int AUD_SkillAmazing();
+// int AUD_SkillBrilliant();
+
+
+// voice enumeration ----------------------------------------------------------
+//
+#define STD_VOICE 2
+#define TRACKING_VOICE 3
+#define LOCKED_VOICE 4
+#define LOWENERGY_VOICE 5
+#define EXPLOSION_VOICE 6
+#define DESTROYED_VOICE 7
+#define LASER1_VOICE 8
+#define MISSILE1_VOICE 9
+#define MISSILE2_VOICE 10
+#define LIGHTNING_VOICE 11
+#define TRACKBEEP_VOICE 12
+#define BACKGROUND_VOICE 13
+#define ENERGYBOOSTED_VOICE 14
+#define NEWPLAYERJOINED_VOICE 15
+#define ENEMY_HIT_VOICE 16
+#define GUN_SELECT_VOICE 17
+#define MISS_SELECT_VOICE 18
+#define THRUST_VOICE 19
+#define SLIDETHRUST_VOICE 20
+#define HELIX_VOICE 21
+#define COUNTDOWN_VOICE 22
+#define ANNOUNCE_VOICE 23
+#define AFTERBURNER_VOICE 24
+#define PHOTON_CANNON_VOICE 25
+#define SWARM_MISSILE_VOICE 26
+#define EMP_VOICE 27
+
+
+// sound effects enumeration --------------------------------------------------
+//
+enum {
+
+ SND_SELECT1,
+ SND_SELECT2,
+ SND_SHIPDESTROYED,
+ SND_NEWPLAYER,
+ SND_PLAYERLEFT,
+ SND_LOWENERGY,
+ SND_TRACKING,
+ SND_TARGETLOCKED,
+ SND_TRACKINGBEEP,
+ SND_EXPLOSION,
+ SND_LASER1,
+ SND_MISSILE1,
+ SND_MISSILE2,
+ SND_ENERGYEXTRA,
+ SND_DROPMINE,
+ SND_LASER2,
+ SND_LIGHTNING,
+ SND_MINEHIT
+};
+
+
+// sound effects names --------------------------------------------------------
+//
+#define SND_NAME_AFTERBURNER_COLLECTED "afterb collected"
+#define SND_NAME_BUTTONSLIDED "buttonslided"
+#define SND_NAME_DAMAGE_REPAIRED "damage repaired"
+#define SND_NAME_DAZZLING_COLLECTED "dazzling collected"
+#define SND_NAME_DROPMINE "drop mine"
+#define SND_NAME_DUMB_MISSILE_COLLECTED "dmiss collected"
+#define SND_NAME_ENERGYEXTRA "get energy"
+#define SND_NAME_EXPLOSION "explosion"
+#define SND_NAME_GUIDE_MISSILE_COLLECTED "gmiss collected"
+#define SND_NAME_INVISIBILITY_COLLECTED "invis collected"
+#define SND_NAME_INVUL_COLLECTED "invul collected"
+#define SND_NAME_LASER1 "laser level 1"
+#define SND_NAME_LASER2 "laser level 2"
+#define SND_NAME_LASER3 "laser level 3"
+#define SND_NAME_LIGHTNING "lightning beam"
+#define SND_NAME_LOWENERGY "low energy"
+#define SND_NAME_MAXED_OUT "maxed out"
+#define SND_NAME_MINEHIT "mine hit"
+#define SND_NAME_MINE_COLLECTED "mine collected"
+#define SND_NAME_MISSILE1 "dumb missile"
+#define SND_NAME_MISSILE2 "guided missile"
+#define SND_NAME_HELIX "helix"
+#define SND_NAME_NEWPLAYER "new player"
+#define SND_NAME_OPTIONS_SLIDE_IN "options in"
+#define SND_NAME_OPTIONS_SLIDE_OUT "options out"
+#define SND_NAME_PLAYERLEFT "player leaves"
+#define SND_NAME_SCV_SLIDE_IN "scv in"
+#define SND_NAME_SCV_SLIDE_OUT "scv out"
+#define SND_NAME_SELECT1 "cursor movement"
+#define SND_NAME_SELECT2 "option selected"
+#define SND_NAME_SELECT_LASER1 "select laser1"
+#define SND_NAME_SELECT_LASER2 "select laser2"
+#define SND_NAME_SELECT_LASER3 "select laser3"
+#define SND_NAME_SELECT_LASER4 "select laser4"
+#define SND_NAME_SELECT_LASER5 "select laser5"
+#define SND_NAME_SELECT_MISSILE1 "select missile1"
+#define SND_NAME_SELECT_MISSILE2 "select missile2"
+#define SND_NAME_SELECT_MISSILE3 "select missile3"
+#define SND_NAME_SELECT_MISSILE4 "select missile4"
+#define SND_NAME_SHIPDESTROYED "Ship destroyed"
+#define SND_NAME_TARGETLOCKED "target locked"
+#define SND_NAME_THIEF_COLLECTED "thief collected"
+#define SND_NAME_TRACKING "tracking"
+#define SND_NAME_TRACKINGBEEP "tracker beep"
+#define SND_NAME_COUNTDOWN1 "count1"
+#define SND_NAME_COUNTDOWN2 "count2"
+#define SND_NAME_COUNTDOWN3 "count3"
+#define SND_NAME_COUNTDOWN4 "count4"
+#define SND_NAME_COUNTDOWN5 "count5"
+#define SND_NAME_SWITCH_GUN "switch gun"
+#define SND_NAME_SWITCH_MISSILE "switch missile"
+#define SND_NAME_THRUST "thrust"
+#define SND_NAME_SLIDETHRUST "slidethrust"
+#define SND_NAME_INCOMING "incoming"
+#define SND_NAME_BOOTING "booting"
+#define SND_NAME_LASERBEAM "laserbeam"
+#define SND_NAME_ENEMYSHIELD_HIT "enemy hit"
+#define SND_NAME_ENEMYHULL_HIT "enemyhull hit"
+#define SND_NAME_PLAYERSHIELD_HIT "playershield hit"
+#define SND_NAME_PLAYERHULL_HIT "playerhull hit"
+#define SND_NAME_LOW_SHIELDS "low shields"
+#define SND_NAME_ONE_KILL_LEFT "one kill left"
+#define SND_NAME_TWO_KILLS_LEFT "two kills left"
+#define SND_NAME_THREE_KILLS_LEFT "two kills left"
+#define SND_NAME_JIM_COMMENT_AFRAID_1 "jim afraid 1"
+#define SND_NAME_JIM_COMMENT_AFRAID_2 "jim afraid 2"
+#define SND_NAME_JIM_COMMENT_ANGRY_1 "jim angry 1"
+#define SND_NAME_JIM_COMMENT_ANGRY_2 "jim angry 2"
+#define SND_NAME_JIM_COMMENT_WEAPON_1 "jim weapon 1"
+#define SND_NAME_JIM_COMMENT_WEAPON_2 "jim weapon 2"
+#define SND_NAME_JIM_COMMENT_WEAPON_3 "jim weapon 3"
+#define SND_NAME_JIM_COMMENT_WEAPON_4 "jim weapon 4"
+#define SND_NAME_JIM_COMMENT_KILLED_1 "jim killed 1"
+#define SND_NAME_JIM_COMMENT_KILLED_2 "jim killed 2"
+#define SND_NAME_JIM_COMMENT_EAT_THIS_1 "jim eat this 1"
+#define SND_NAME_JIM_COMMENT_EAT_THIS_2 "jim eat this 2"
+#define SND_NAME_JIM_COMMENT_ENERGY "jim energy"
+#define SND_NAME_JIM_COMMENT_BORED_1 "jim bored 1"
+#define SND_NAME_JIM_COMMENT_BORED_2 "jim bored 2"
+#define SND_NAME_DECOY_COLLECTED "decoy collected"
+#define SND_NAME_LASER_UPGRADE_COLLECTED "laser upgrade collected"
+#define SND_NAME_PHOTON_CANNON_COLLECTED "photon cannon collected"
+#define SND_NAME_SWARM_MISSILES_COLLECTED "swarm missiles collected"
+#define SND_NAME_SKILL_AMAZING "skill amazing"
+#define SND_NAME_SKILL_BRILLIANT "skill brilliant"
+#define SND_NAME_AFTERBURNER_ACTIVATE "afterburner activate"
+#define SND_NAME_AFTERBURNER_DEACTIVATE "afterburner deactivate"
+#define SND_NAME_PHOTON_LOADING "photon loading"
+#define SND_NAME_PHOTON_FIRING "photon firing"
+#define SND_NAME_SWARM_MISSILES "swarm missiles"
+#define SND_NAME_YOU_DID_IT "you did it"
+#define SND_NAME_YOU_HAVE_LOST "you have lost"
+#define SND_NAME_MINE_DETECTOR "mine detector"
+#define SND_NAME_EMP_1 "emp1"
+#define SND_NAME_EMP_2 "emp2"
+#define SND_NAME_EMP_3 "emp3"
+#define SND_NAME_TELEPORTER "teleporter"
+
+// distances for max. volume on distance based sound effects ------------------
+//
+#define MAX_VOLUME_DISTANCE_VISIBLE 4096
+#define MAX_VOLUME_DISTANCE_TELEPORTER 500
+
+#endif // _AUD_GAME_H_
+
+