18 #define SOUND_LIB_DIRECTSOUND           0 
   19 #define SOUND_LIB_RSX                           1 
   21 #define GAME_SND_USE_DS3D                       (1<<1) 
   22 #define GAME_SND_VOICE                          (1<<2) 
   26 #define SND_PRIORITY_MUST_PLAY                          0 
   27 #define SND_PRIORITY_SINGLE_INSTANCE            1 
   28 #define SND_PRIORITY_DOUBLE_INSTANCE            2 
   29 #define SND_PRIORITY_TRIPLE_INSTANCE            3 
   54                 priority(new_priority), limit(new_limit)
 
   57                         "EnhancedSoundData ctor given invalid priority %d", priority);
 
   58                 Assertion(limit > 0, 
"EnhancedSoundData ctor given invalid limit %d", limit);
 
  125 int snd_play_3d(
game_snd *
gs, 
vec3d *source_pos, 
vec3d *listen_pos, 
float radius=0.0
f, 
vec3d *vel = NULL, 
int looping = 0, 
float vol_scale=1.0
f, 
int priority = 
SND_PRIORITY_SINGLE_INSTANCE, 
vec3d *sound_fvec = NULL, 
float range_factor = 1.0
f, 
int force = 0, 
bool is_ambient = 
false );
 
  133 int     snd_play_looping( 
game_snd *
gs, 
float pan=0.0
f, 
int start_loop=-1, 
int stop_loop=-1, 
float vol_scale=1.0
f, 
int scriptingUpdateVolume = 1);
 
  191 void snd_get_format(
int handle, 
int *bits_per_sample, 
int *frequency);
 
struct sound_env sound_env
 
int snd_play_looping(game_snd *gs, float pan=0.0f, int start_loop=-1, int stop_loop=-1, float vol_scale=1.0f, int scriptingUpdateVolume=1)
 
LOCAL state_stack gs[GS_STACK_SIZE]
 
uint signature
Unique signature of this sound. 
 
const unsigned int SND_ENHANCED_MAX_LIMIT
 
bool preload
preload sound (ie read from disk before mission starts) 
 
int min
distance at which sound will stop getting louder 
 
void snd_update_listener(vec3d *pos, vec3d *vel, matrix *orient)
 
int snd_get_pitch(int snd_handle)
 
int sound_env_set(sound_env *se)
 
#define Assertion(expr, msg,...)                                                                        
 
std::basic_string< char, std::char_traits< char >, std::allocator< char > > SCP_string
 
int sound_env_supported()
 
int sound_env_get(sound_env *se, int preset=-1)
 
void snd_set_pitch(int snd_handle, int pitch)
 
int snd_play(game_snd *gs, float pan=0.0f, float vol_scale=1.0f, int priority=SND_PRIORITY_SINGLE_INSTANCE, bool voice_message=false)
 
char filename[MAX_FILENAME_LEN]
 
void snd_chg_loop_status(int snd_handle, int loop)
 
float Master_voice_volume
 
void snd_set_volume(int snd_handle, float volume)
 
int snd_unload(int sndnum)
 
int id
index into Sounds[], where sound data is stored 
 
void snd_set_pos(int snd_handle, game_snd *sg, float val, int as_pct)
 
void snd_stop(int snd_handle)
 
int snd_play_raw(int soundnum, float pan, float vol_scale=1.0f, int priority=SND_PRIORITY_MUST_PLAY)
 
EnhancedSoundData enhanced_sound_data
 
int snd_load(game_snd *gs, int allow_hardware_load=0)
 
#define SND_PRIORITY_MUST_PLAY
 
int max
distance at which sound is inaudible 
 
SCP_string name
The name of the sound. 
 
void snd_set_pan(int snd_handle, float pan)
 
int snd_get_samples_per_measure(char *filename, float num_measures)
 
void snd_get_format(int handle, int *bits_per_sample, int *frequency)
 
EnhancedSoundData(const int new_priority, const unsigned int new_limit)
 
void snd_rewind(int snd_handle, game_snd *sg, float seconds)
 
int snd_play_3d(game_snd *gs, vec3d *source_pos, vec3d *listen_pos, float radius=0.0f, vec3d *vel=NULL, int looping=0, float vol_scale=1.0f, int priority=SND_PRIORITY_SINGLE_INSTANCE, vec3d *sound_fvec=NULL, float range_factor=1.0f, int force=0, bool is_ambient=false)
 
GLenum GLsizei GLenum GLenum const GLvoid * data
 
void snd_adjust_audio_volume(int type, float percent, int time)
 
#define SND_PRIORITY_SINGLE_INSTANCE
 
int snd_get_data(int handle, char *data)
 
int snd_get_3d_vol_and_pan(game_snd *gs, vec3d *pos, float *vol, float *pan, float radius=0.0f, float range_factor=1.0f)
 
const char * snd_get_filename(int snd_id)
 
float Master_sound_volume
 
void snd_update_3d_pos(int soudnnum, game_snd *gs, vec3d *new_pos, float radius=0.0f, float range_factor=1.0f)
 
unsigned int SND_ENV_DEFAULT
 
int id_sig
signature of Sounds[] element 
 
float default_volume
range: 0.0 -> 1.0 
 
void snd_use_lib(int lib_id)
 
int snd_size(int handle, int *size)
 
int snd_get_duration(int snd_id)
 
int snd_time_remaining(int handle)
 
void snd_ffwd(int snd_handle, game_snd *sg, float seconds)
 
int snd_is_playing(int snd_handle)