*********************************************************

*	2006/04/26					*
*	Little Alien					*
*	Developed in VS 2003				*
*********************************************************

Source: 

- Soundmanager v1.1 added
- Some changes for international versions

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@39 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-26 23:41:05 +00:00
parent 8d9c94f61d
commit c46613069f
26 changed files with 2174 additions and 2605 deletions
+81 -77
View File
@@ -1,31 +1,36 @@
/*
* ChangeLog:
* 11.12.2005 Lesh changed balance settings
*/
#ifndef SOUND_CONTROL_H
#define SOUND_CONTROL_H
// == Lesh modifications ======
#define FARLEFT 0
#define LEFTSIDE 48
#define MIDDLE 64
#define MIDDLEPAN 64
#define RIGHTSIDE 80
#define FARRIGHT 127
#define LEFTSIDE 96
#define MIDDLE 128
#define MIDDLEPAN 128
#define RIGHTSIDE 160
#define FARRIGHT 255
// == Lesh modifications ends =
#define LOWVOLUME 25
#define BTNVOLUME 40
#define MIDVOLUME 65
#define HIGHVOLUME 127
#define LOWVOLUME 25
#define BTNVOLUME 40
#define MIDVOLUME 65
#define HIGHVOLUME 127
#define RATE_11025 0xffffffff
#define RATE_11025 0xffffffff
#define LOOPING 0
#define LOOPING 0
// sound group priorities (higher = more important)
#define GROUP_PLAYER 1000
#define GROUP_AMBIENT 0
#define GROUP_PLAYER 1000
#define GROUP_AMBIENT 0
#define MAX_SAMPLES 10000
#define MAX_SAMPLES 5000
// SOUNDS ENUMERATION
@@ -207,7 +212,7 @@ enum SoundDefines
S_THROWKNIFE,
S_TANK_CANNON,
S_BURSTTYPE1,
S_AUTOMAG,
S_AUTOMAG,
S_SILENCER_1,
S_SILENCER_2,
@@ -310,73 +315,73 @@ enum SoundDefines
SWIM_2,
KEY_FAILURE,
TARGET_OUT_OF_RANGE,
OPEN_STATUE,
USE_STATUE_REMOTE,
USE_WIRE_CUTTERS,
DRINK_CANTEEN_FEMALE,
BLOODCAT_ATTACK,
BLOODCAT_ROAR,
ROBOT_GREETING,
ROBOT_DEATH,
GAS_EXPLODE_1,
AIR_ESCAPING_1,
OPEN_STATUE,
USE_STATUE_REMOTE,
USE_WIRE_CUTTERS,
DRINK_CANTEEN_FEMALE,
BLOODCAT_ATTACK,
BLOODCAT_ROAR,
ROBOT_GREETING,
ROBOT_DEATH,
GAS_EXPLODE_1,
AIR_ESCAPING_1,
OPEN_DRAWER,
CLOSE_DRAWER,
OPEN_LOCKER,
CLOSE_LOCKER,
OPEN_WOODEN_BOX,
CLOSE_WOODEN_BOX,
ROBOT_STOP,
OPEN_DRAWER,
CLOSE_DRAWER,
OPEN_LOCKER,
CLOSE_LOCKER,
OPEN_WOODEN_BOX,
CLOSE_WOODEN_BOX,
ROBOT_STOP,
WATER_WALK1_IN,
WATER_WALK1_OUT,
WATER_WALK2_IN,
WATER_WALK2_OUT,
PRONE_UP_SOUND,
PRONE_DOWN_SOUND,
KNEEL_UP_SOUND,
KNEEL_DOWN_SOUND,
PICKING_SOMETHING_UP,
PRONE_UP_SOUND,
PRONE_DOWN_SOUND,
KNEEL_UP_SOUND,
KNEEL_DOWN_SOUND,
PICKING_SOMETHING_UP,
COW_FALL,
COW_FALL,
BLOODCAT_GROWL_1,
BLOODCAT_GROWL_2,
BLOODCAT_GROWL_3,
BLOODCAT_GROWL_4,
CREATURE_GAS_NOISE,
CREATURE_FALL_PART_2,
CREATURE_DISSOLVE_1,
QUEEN_AMBIENT_NOISE,
CREATURE_FALL,
CROW_PECKING_AT_FLESH,
CROW_FLYING_AWAY,
SLAP_2,
MORTAR_START,
MORTAR_WHISTLE,
MORTAR_LOAD,
BLOODCAT_GROWL_1,
BLOODCAT_GROWL_2,
BLOODCAT_GROWL_3,
BLOODCAT_GROWL_4,
CREATURE_GAS_NOISE,
CREATURE_FALL_PART_2,
CREATURE_DISSOLVE_1,
QUEEN_AMBIENT_NOISE,
CREATURE_FALL,
CROW_PECKING_AT_FLESH,
CROW_FLYING_AWAY,
SLAP_2,
MORTAR_START,
MORTAR_WHISTLE,
MORTAR_LOAD,
TURRET_MOVE,
TURRET_STOP,
COW_FALL_2,
KNIFE_IMPACT,
EXPLOSION_ALT_BLAST_1,
EXPLOSION_BLAST_2,
DRINK_CANTEEN_MALE,
USE_X_RAY_MACHINE,
CATCH_OBJECT,
FENCE_OPEN,
TURRET_MOVE,
TURRET_STOP,
COW_FALL_2,
KNIFE_IMPACT,
EXPLOSION_ALT_BLAST_1,
EXPLOSION_BLAST_2,
DRINK_CANTEEN_MALE,
USE_X_RAY_MACHINE,
CATCH_OBJECT,
FENCE_OPEN,
//MADD MARKER
S_BARRETT,
S_VAL,
//BREAK_LIGHT_IGNITING,
//MADD MARKER
S_BARRETT,
S_VAL,
// BREAK_LIGHT_IGNITING,
NUM_SAMPLES
};
enum AmbientDefines
{
LIGHTNING_1 = 0,
@@ -411,7 +416,6 @@ UINT32 PlayJA2Sample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoo
UINT32 PlayJA2StreamingSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan );
UINT32 PlayJA2SampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan );
UINT32 PlayJA2StreamingSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan, SOUND_STOP_CALLBACK EndsCallback );
UINT32 PlayJA2Ambient( UINT32 usNum, UINT32 ubVolume, UINT32 ubLoops);
@@ -422,10 +426,10 @@ UINT32 PlaySoldierJA2Sample( UINT16 usID, UINT32 usNum, UINT32 usRate, UINT32 ub
UINT32 GetSoundEffectsVolume( );
void SetSoundEffectsVolume( UINT32 uiNewVolume );
void SetSoundEffectsVolume( UINT32 uiNewVolume );
UINT32 GetSpeechVolume( );
void SetSpeechVolume( UINT32 uiNewVolume );
void SetSpeechVolume( UINT32 uiNewVolume );
//Calculates a volume based on the current Speech Volume level
@@ -435,8 +439,8 @@ UINT32 CalculateSpeechVolume( UINT32 uiVolume );
//Calculates a volume based on the current Sound Effects Volume level
UINT32 CalculateSoundEffectsVolume( UINT32 uiVolume );
INT8 SoundDir( INT16 sGridNo );
INT8 SoundVolume( INT8 bInitialVolume, INT16 sGridNo );
INT32 SoundDir( INT16 sGridNo );
INT32 SoundVolume( INT8 bInitialVolume, INT16 sGridNo );
// ATE: Warning! Use this sparingly! NOT very robust - can
// have only 1 delayed sound at a time, and uses the global custom
@@ -445,7 +449,7 @@ void PlayDelayedJA2Sample( UINT32 uiDelay, UINT32 usNum, UINT32 usRate, UINT32 u
#define POSITION_SOUND_FROM_SOLDIER 0x00000001
#define POSITION_SOUND_STATIONATY_OBJECT 0x00000002
#define POSITION_SOUND_STATIONATY_OBJECT 0x00000002
INT32 NewPositionSnd( INT16 sGridNo, UINT32 uiFlags, UINT32 uiData, UINT32 iSoundToPlay );
void DeletePositionSnd( INT32 iPositionSndIndex );