Files
source/TileEngine/Ambient Control.h
T
Sevenfm 0048e75c80 Added new options:
- ENABLE_TA enables fire ambient sound
- VOLUME_TA controls fire ambient sound volume

Fire ambient sound is played in a loop when there is active fire effect on screen.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8738 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-01-24 10:06:06 +00:00

53 lines
998 B
C

#ifndef __AMBIENT_CONTROL
#define __AMBIENT_CONTROL
#include "sgp.h"
#include "Ambient types.h"
BOOLEAN LoadAmbientControlFile( UINT8 ubAmbientID );
void HandleNewSectorAmbience( UINT8 ubAmbientID );
UINT32 SetupNewAmbientSound( UINT32 uiAmbientID );
void StopAmbients( );
void DeleteAllAmbients();
extern AMBIENTDATA_STRUCT gAmbData[ MAX_AMBIENT_SOUNDS ];
extern INT16 gsNumAmbData;
BOOLEAN SetSteadyStateAmbience( UINT8 ubAmbience );
void UpdateFireAmbient(void);
void StopFireAmbient(void);
void StartFireAmbient(void);
#define SOUND_NAME_SIZE 256
#define NUM_SOUNDS_PER_TIMEFRAME 8
enum
{
SSA_NONE,
SSA_COUNTRYSIZE,
SSA_NEAR_WATER,
SSA_IN_WATER,
SSA_HEAVY_FOREST,
SSA_PINE_FOREST,
SSA_ABANDONED,
SSA_AIRPORT,
SSA_WASTELAND,
SSA_UNDERGROUND,
SSA_OCEAN,
NUM_STEADY_STATE_AMBIENCES
};
typedef struct
{
CHAR8 zSoundNames[ NUM_SOUNDS_PER_TIMEFRAME ][ SOUND_NAME_SIZE ];
} STEADY_STATE_AMBIENCE;
#endif