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Diffstat (limited to 'src/parsec/include/aud_game.h')
| -rw-r--r-- | src/parsec/include/aud_game.h | 236 |
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_ + + |
