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authorPiotr Dziwinski <piotrdz@gmail.com>2012-06-26 22:23:05 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-06-26 22:23:05 +0200
commitebed57aa22b772211387a5561f995eee8f5faed1 (patch)
tree9a0b08371df54c125957e63c7ecff81c001d4eaf /src/sound/sound.h
parentfc5389d18816799ba2698914384cd099ba8a7a6c (diff)
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Whitespace and language change
- changed tabs to spaces and DOS line endings to Unix (except in CBot and metafile) - changed language to English - fixed #include <d3d.h> in d3dengine.h
Diffstat (limited to 'src/sound/sound.h')
-rw-r--r--src/sound/sound.h222
1 files changed, 111 insertions, 111 deletions
diff --git a/src/sound/sound.h b/src/sound/sound.h
index be63558..a2bfc76 100644
--- a/src/sound/sound.h
+++ b/src/sound/sound.h
@@ -27,139 +27,139 @@ class CInstanceManager;
namespace Snd {
-const int MAXFILES = 200;
-const int MAXSOUND = 32;
-const int MAXVOLUME = 20;
-const int MAXOPER = 4;
+const int MAXFILES = 200;
+const int MAXSOUND = 32;
+const int MAXVOLUME = 20;
+const int MAXOPER = 4;
enum Sound
{
- SOUND_CLICK = 0,
- SOUND_BOUM = 1,
- SOUND_EXPLO = 2,
- SOUND_FLYh = 3, // human
- SOUND_FLY = 4,
- SOUND_STEPs = 5, // smooth
- SOUND_MOTORw = 6, // wheel
- SOUND_MOTORt = 7, // tank
- SOUND_MOTORr = 8, // roller
- SOUND_ERROR = 9,
- SOUND_CONVERT = 10,
- SOUND_ENERGY = 11,
- SOUND_PLOUF = 12,
- SOUND_BLUP = 13,
- SOUND_WARNING = 14,
- SOUND_DERRICK = 15,
- SOUND_LABO = 16,
- SOUND_STATION = 17,
- SOUND_REPAIR = 18,
- SOUND_RESEARCH = 19,
- SOUND_INSECTs = 20, // spider
- SOUND_BURN = 21,
- SOUND_TZOING = 22,
- SOUND_GGG = 23,
- SOUND_MANIP = 24,
- SOUND_FIRE = 25, // shooting with fireball
- SOUND_HUMAN1 = 26, // breathing
- SOUND_STEPw = 27, // water
- SOUND_SWIM = 28,
- SOUND_RADAR = 29,
- SOUND_BUILD = 30,
- SOUND_ALARM = 31, // energy alarm
- SOUND_SLIDE = 32,
- SOUND_EXPLOi = 33, // insect
- SOUND_INSECTa = 34, // ant
- SOUND_INSECTb = 35, // bee
- SOUND_INSECTw = 36, // worm
- SOUND_INSECTm = 37, // mother
- SOUND_TREMBLE = 38,
- SOUND_PSHHH = 39,
- SOUND_NUCLEAR = 40,
- SOUND_INFO = 41,
- SOUND_OPEN = 42,
- SOUND_CLOSE = 43,
- SOUND_FACTORY = 44,
- SOUND_EGG = 45,
- SOUND_MOTORs = 46, // submarine
- SOUND_MOTORi = 47, // insect (legs)
- SOUND_SHIELD = 48,
- SOUND_FIREi = 49, // shooting with orgaball (insect)
- SOUND_GUNDEL = 50,
- SOUND_PSHHH2 = 51, // shield
- SOUND_MESSAGE = 52,
- SOUND_BOUMm = 53, // metal
- SOUND_BOUMv = 54, // plant
- SOUND_BOUMs = 55, // smooth
- SOUND_EXPLOl = 56, // little
- SOUND_EXPLOlp = 57, // little power
- SOUND_EXPLOp = 58, // power
- SOUND_STEPh = 59, // hard
- SOUND_STEPm = 60, // metal
- SOUND_POWERON = 61,
- SOUND_POWEROFF = 62,
- SOUND_AIE = 63,
- SOUND_WAYPOINT = 64,
- SOUND_RECOVER = 65,
- SOUND_DEADi = 66,
- SOUND_JOSTLE = 67,
- SOUND_GFLAT = 68,
- SOUND_DEADg = 69, // shooting death
- SOUND_DEADw = 70, // drowning
- SOUND_FLYf = 71, // reactor fail
- SOUND_ALARMt = 72, // temperature alarm
- SOUND_FINDING = 73, // finds a cache object
- SOUND_THUMP = 74,
- SOUND_TOUCH = 75,
- SOUND_BLITZ = 76,
- SOUND_MUSHROOM = 77,
- SOUND_FIREp = 78, // shooting with phazer
- SOUND_EXPLOg1 = 79, // impact gun 1
- SOUND_EXPLOg2 = 80, // impact gun 2
- SOUND_MOTORd = 81, // engine friction
+ SOUND_CLICK = 0,
+ SOUND_BOUM = 1,
+ SOUND_EXPLO = 2,
+ SOUND_FLYh = 3, // human
+ SOUND_FLY = 4,
+ SOUND_STEPs = 5, // smooth
+ SOUND_MOTORw = 6, // wheel
+ SOUND_MOTORt = 7, // tank
+ SOUND_MOTORr = 8, // roller
+ SOUND_ERROR = 9,
+ SOUND_CONVERT = 10,
+ SOUND_ENERGY = 11,
+ SOUND_PLOUF = 12,
+ SOUND_BLUP = 13,
+ SOUND_WARNING = 14,
+ SOUND_DERRICK = 15,
+ SOUND_LABO = 16,
+ SOUND_STATION = 17,
+ SOUND_REPAIR = 18,
+ SOUND_RESEARCH = 19,
+ SOUND_INSECTs = 20, // spider
+ SOUND_BURN = 21,
+ SOUND_TZOING = 22,
+ SOUND_GGG = 23,
+ SOUND_MANIP = 24,
+ SOUND_FIRE = 25, // shooting with fireball
+ SOUND_HUMAN1 = 26, // breathing
+ SOUND_STEPw = 27, // water
+ SOUND_SWIM = 28,
+ SOUND_RADAR = 29,
+ SOUND_BUILD = 30,
+ SOUND_ALARM = 31, // energy alarm
+ SOUND_SLIDE = 32,
+ SOUND_EXPLOi = 33, // insect
+ SOUND_INSECTa = 34, // ant
+ SOUND_INSECTb = 35, // bee
+ SOUND_INSECTw = 36, // worm
+ SOUND_INSECTm = 37, // mother
+ SOUND_TREMBLE = 38,
+ SOUND_PSHHH = 39,
+ SOUND_NUCLEAR = 40,
+ SOUND_INFO = 41,
+ SOUND_OPEN = 42,
+ SOUND_CLOSE = 43,
+ SOUND_FACTORY = 44,
+ SOUND_EGG = 45,
+ SOUND_MOTORs = 46, // submarine
+ SOUND_MOTORi = 47, // insect (legs)
+ SOUND_SHIELD = 48,
+ SOUND_FIREi = 49, // shooting with orgaball (insect)
+ SOUND_GUNDEL = 50,
+ SOUND_PSHHH2 = 51, // shield
+ SOUND_MESSAGE = 52,
+ SOUND_BOUMm = 53, // metal
+ SOUND_BOUMv = 54, // plant
+ SOUND_BOUMs = 55, // smooth
+ SOUND_EXPLOl = 56, // little
+ SOUND_EXPLOlp = 57, // little power
+ SOUND_EXPLOp = 58, // power
+ SOUND_STEPh = 59, // hard
+ SOUND_STEPm = 60, // metal
+ SOUND_POWERON = 61,
+ SOUND_POWEROFF = 62,
+ SOUND_AIE = 63,
+ SOUND_WAYPOINT = 64,
+ SOUND_RECOVER = 65,
+ SOUND_DEADi = 66,
+ SOUND_JOSTLE = 67,
+ SOUND_GFLAT = 68,
+ SOUND_DEADg = 69, // shooting death
+ SOUND_DEADw = 70, // drowning
+ SOUND_FLYf = 71, // reactor fail
+ SOUND_ALARMt = 72, // temperature alarm
+ SOUND_FINDING = 73, // finds a cache object
+ SOUND_THUMP = 74,
+ SOUND_TOUCH = 75,
+ SOUND_BLITZ = 76,
+ SOUND_MUSHROOM = 77,
+ SOUND_FIREp = 78, // shooting with phazer
+ SOUND_EXPLOg1 = 79, // impact gun 1
+ SOUND_EXPLOg2 = 80, // impact gun 2
+ SOUND_MOTORd = 81, // engine friction
};
enum SoundNext
{
- SOPER_CONTINUE = 1,
- SOPER_STOP = 2,
- SOPER_LOOP = 3,
+ SOPER_CONTINUE = 1,
+ SOPER_STOP = 2,
+ SOPER_LOOP = 3,
};
struct SoundOper
{
- char bUsed;
- float finalAmplitude;
- float finalFrequency;
- float totalTime;
- float currentTime;
- Snd::SoundNext nextOper;
+ char bUsed;
+ float finalAmplitude;
+ float finalFrequency;
+ float totalTime;
+ float currentTime;
+ Snd::SoundNext nextOper;
};
struct SoundChannel
{
- char bUsed; // buffer used?
- char bMute; // silence?
- Snd::Sound type; // SOUND_*
- int priority; // so great -> important
- Math::Vector pos; // position in space
- unsigned short uniqueStamp; // unique marker
-// LPDIRECTSOUNDBUFFER soundBuffer;
-// LPDIRECTSOUND3DBUFFER soundBuffer3D;
- float startAmplitude;
- float startFrequency;
- float changeFrequency;
- int initFrequency;
- float volume; // 2D: volume 1..0 depending on position
- float pan; // 2D: pan -1..+1 depending on position
- Snd::SoundOper oper[MAXOPER];
+ char bUsed; // buffer used?
+ char bMute; // silence?
+ Snd::Sound type; // SOUND_*
+ int priority; // so great -> important
+ Math::Vector pos; // position in space
+ unsigned short uniqueStamp; // unique marker
+// LPDIRECTSOUNDBUFFER soundBuffer;
+// LPDIRECTSOUND3DBUFFER soundBuffer3D;
+ float startAmplitude;
+ float startFrequency;
+ float changeFrequency;
+ int initFrequency;
+ float volume; // 2D: volume 1..0 depending on position
+ float pan; // 2D: pan -1..+1 depending on position
+ Snd::SoundOper oper[MAXOPER];
};
class CSound
{
- // TODO
+ // TODO
};
}; // namespace Sound