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sounds.h
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/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
* Copyright 2023, 2024 by
* Frenkel Smeijers
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Created by the sound utility written by Dave Taylor.
* Kept as a sample, DOOM2 sounds. Frozen.
*
*-----------------------------------------------------------------------------*/
#ifndef __SOUNDS__
#define __SOUNDS__
//
// SoundFX struct.
//
struct sfxinfo_struct;
typedef struct sfxinfo_struct sfxinfo_t;
struct sfxinfo_struct {
// up to 6-character name
const char *name; // CPhipps - const
// Sfx priority
int8_t priority;
//Length of clip
int8_t ticks;
};
//
// MusicInfo struct.
//
// the complete set of sound effects
extern const sfxinfo_t S_sfx[];
//
// Identifiers for all music in game.
//
typedef enum {
mus_None,
mus_e1m1,
mus_e1m2,
mus_e1m3,
mus_e1m4,
mus_e1m5,
mus_e1m6,
mus_e1m7,
mus_e1m8,
mus_e1m9,
mus_inter,
mus_intro,
mus_victor,
mus_introa,
NUMMUSIC
} musicenum_t;
//
// Identifiers for all sfx in game.
//
typedef enum {
sfx_None,
sfx_pistol,
sfx_shotgn,
sfx_sgcock,
sfx_sawup,
sfx_sawidl,
sfx_sawful,
sfx_sawhit,
sfx_rlaunc,
sfx_rxplod,
sfx_firsht,
sfx_firxpl,
sfx_pstart,
sfx_pstop,
sfx_doropn,
sfx_dorcls,
sfx_stnmov,
sfx_swtchn,
sfx_swtchx,
sfx_plpain,
sfx_dmpain,
sfx_popain,
sfx_slop,
sfx_itemup,
sfx_wpnup,
sfx_oof,
sfx_telept,
sfx_posit1,
sfx_posit2,
sfx_posit3,
sfx_bgsit1,
sfx_bgsit2,
sfx_sgtsit,
sfx_brssit,
sfx_sgtatk,
sfx_claw,
sfx_pldeth,
sfx_pdiehi,
sfx_podth1,
sfx_podth2,
sfx_podth3,
sfx_bgdth1,
sfx_bgdth2,
sfx_sgtdth,
sfx_brsdth,
sfx_posact,
sfx_bgact,
sfx_dmact,
sfx_noway,
sfx_barexp,
sfx_punch,
sfx_chgun,
sfx_tink,
sfx_getpow,
NUMSFX
} sfxenum_t;
#endif