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
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
|
/*
* PARSEC HEADER: aud_subh.h
*/
#ifndef _AUD_SUBH_H_
#define _AUD_SUBH_H_
// ----------------------------------------------------------------------------
// AUDIO SUBSYSTEM (AUD) system-dependent function declarations -
// ----------------------------------------------------------------------------
// sound effects playing 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_MineCollision();
int AUD_Locked();
int AUD_LowEnergy();
int AUD_MaxedOut( int type );
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 type );
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();
// audio api abstraction
int AUDs_PlayVoice( int voice, int sound );
int AUDs_PlayVoiceBuffer( int voice, audiowave_t wave, SoundParams_s *params );
int AUDs_SetVoiceVolume( int voice, int volume );
int AUDs_LoadWaveFile( int num );
int AUDs_FreeWaveFile( int num );
int AUDs_CreateAudioVoice( int voice );
int AUDs_CreateAudioData( audiowave_t wave );
int AUDs_WriteAudioData( audiowave_t wave, dword offset, dword count );
int AUDs_DestroyAudioData( audiowave_t wave );
int AUDs_OpenVoices( int num );
int AUDs_CloseVoices();
int AUDs_SetVoicePanning( int voice, int panning );
int AUDs_SetVoiceFrequency( int voice, int freq );
int AUDs_GetVoiceStatus( int voice, int *stopped );
int AUDs_StopVoice( int voice, int finishloop );
int AUDs_UpdateAudio();
// cd audio functions
void AUDs_CDInit();
void AUDs_CDKill();
int AUDs_CDOpen( short sCDDrive );
void AUDs_CDClose();
void AUDs_CDPlay( short sTrack, short from, short to );
int AUDs_CDPause();
void AUDs_CDStop();
int AUDs_CDResume();
int AUDs_CDEject();
int AUDs_CDReadTrackInfo();
int AUDs_CDHasMedia();
int AUDs_CDCanPlay( short sTrack );
int AUDs_CDSetVolume( int nVolume );
int AUDs_CDGetVolume();
int AUDs_CDList();
int AUDs_CDGetTrackLength( short sTrack );
// speech functions
int AUDs_SpeakString( char *speakstr );
// screen music control functions
int AUDs_OpenIntroSound();
int AUDs_CloseIntroSound();
int AUDs_OpenMenuSound();
int AUDs_CloseMenuSound();
int AUDs_OpenCreditsSound();
int AUDs_CloseCreditsSound();
int AUDs_OpenGameSound();
int AUDs_CloseGameSound();
// streaming functions
int AUDs_PlayAudioStream( char *fname );
int AUDs_StopAudioStream();
// sound effects memory management
void AUDs_LoadAllSoundEffects();
void AUDs_FreeAllSoundEffects();
// volume control
void AUDs_MinMusicVolume();
void AUDs_MaxMusicVolume();
void AUDs_FadeMusicVolume();
// needs to be called regularly
void AUDs_MaintainSound();
// init functions
int AUDs_InitSoundSys();
int AUDs_KillSoundSys();
#endif // _AUD_SUBH_H_
|