// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file sounds.h /// \brief Sound and music info #ifndef __SOUNDS__ #define __SOUNDS__ // Customisable sounds for Skins typedef enum { SKSSPIN, SKSPUTPUT, SKSPUDPUD, SKSPLPAN1, // Ouchies SKSPLPAN2, SKSPLPAN3, SKSPLPAN4, SKSPLDET1, // Deaths SKSPLDET2, SKSPLDET3, SKSPLDET4, SKSPLVCT1, // Victories SKSPLVCT2, SKSPLVCT3, SKSPLVCT4, SKSTHOK, SKSSPNDSH, SKSZOOM, SKSSKID, SKSGASP, SKSJUMP, NUMSKINSOUNDS } skinsound_t; // free sfx for S_AddSoundFx() #define NUMSFXFREESLOTS 800 // Matches SOC Editor. #define NUMSKINSFXSLOTS (MAXSKINS*NUMSKINSOUNDS) // // SoundFX struct. // typedef struct sfxinfo_struct sfxinfo_t; struct sfxinfo_struct { // up to 6-character name const char *name; // Sfx singularity (only one at a time) boolean singularity; // Sfx priority INT32 priority; // pitch if a link INT32 pitch; // volume if a link INT32 volume; // sound data void *data; // length of sound data size_t length; // sound that can be remapped for a skin, indexes skins[].skinsounds // 0 up to (NUMSKINSOUNDS-1), -1 = not skin specifc INT32 skinsound; // this is checked every second to see if sound // can be thrown out (if 0, then decrement, if -1, // then throw out, if > 0, then it is in use) INT32 usefulness; // lump number of sfx lumpnum_t lumpnum; }; // the complete set of sound effects extern sfxinfo_t S_sfx[]; // // Identifiers for all sfx in game. // // List of sounds (don't modify this comment!) typedef enum { sfx_None, // Skin Sounds sfx_altdi1, sfx_altdi2, sfx_altdi3, sfx_altdi4, sfx_altow1, sfx_altow2, sfx_altow3, sfx_altow4, sfx_victr1, sfx_victr2, sfx_victr3, sfx_victr4, sfx_gasp, sfx_jump, sfx_pudpud, sfx_putput, sfx_spin, sfx_spndsh, sfx_thok, sfx_zoom, sfx_skid, // Ambience/background objects/etc sfx_ambint, sfx_alarm, sfx_buzz1, sfx_buzz2, sfx_buzz3, sfx_buzz4, sfx_crumbl, sfx_fire, sfx_grind, sfx_laser, sfx_mswing, sfx_pstart, sfx_pstop, sfx_steam1, sfx_steam2, sfx_wbreak, sfx_rainin, sfx_litng1, sfx_litng2, sfx_litng3, sfx_litng4, sfx_athun1, sfx_athun2, sfx_amwtr1, sfx_amwtr2, sfx_amwtr3, sfx_amwtr4, sfx_amwtr5, sfx_amwtr6, sfx_amwtr7, sfx_amwtr8, sfx_bubbl1, sfx_bubbl2, sfx_bubbl3, sfx_bubbl4, sfx_bubbl5, sfx_floush, sfx_splash, sfx_splish, sfx_wdrip1, sfx_wdrip2, sfx_wdrip3, sfx_wdrip4, sfx_wdrip5, sfx_wdrip6, sfx_wdrip7, sfx_wdrip8, sfx_wslap, sfx_doora1, sfx_doorb1, sfx_doorc1, sfx_doorc2, sfx_doord1, sfx_doord2, sfx_eleva1, sfx_eleva2, sfx_eleva3, sfx_elevb1, sfx_elevb2, sfx_elevb3, sfx_ambin2, sfx_lavbub, sfx_rocks1, sfx_rocks2, sfx_rocks3, sfx_rocks4, sfx_rumbam, sfx_rumble, // Game objects, etc sfx_appear, sfx_bkpoof, sfx_bnce1, sfx_bnce2, sfx_cannon, sfx_cgot, sfx_cybdth, sfx_deton, sfx_ding, // old sfx_appear sound sfx_dmpain, sfx_drown, sfx_fizzle, sfx_gbeep, sfx_gclose, sfx_ghit, sfx_gloop, sfx_gspray, sfx_gravch, sfx_itemup, sfx_jet, sfx_jshard, sfx_lose, sfx_lvpass, sfx_mindig, sfx_mixup, sfx_pogo, sfx_pop, sfx_rail1, sfx_rail2, sfx_rlaunc, sfx_shield, sfx_shldls, sfx_spdpad, sfx_spkdth, sfx_spring, sfx_statu1, sfx_statu2, sfx_strpst, sfx_supert, sfx_telept, sfx_tink, sfx_token, sfx_trfire, sfx_trpowr, sfx_turhit, sfx_wdjump, sfx_mswarp, sfx_mspogo, // Menu, interface sfx_chchng, sfx_dwnind, sfx_emfind, sfx_flgcap, sfx_menu1, sfx_oneup, sfx_ptally, sfx_radio, sfx_wepchg, sfx_wtrdng, sfx_zelda, // NiGHTS sfx_ideya, sfx_xideya, // Xmas sfx_nbmper, sfx_nxbump, // Xmas sfx_ncitem, sfx_nxitem, // Xmas sfx_ngdone, sfx_nxdone, // Xmas sfx_drill1, sfx_drill2, sfx_ncspec, sfx_nghurt, sfx_ngskid, sfx_hoop1, sfx_hoop2, sfx_hoop3, sfx_hidden, sfx_prloop, sfx_timeup, // Was gonna be played when less than ten seconds are on the clock; uncomment uses of this to see it in-context // Mario sfx_koopfr, sfx_mario1, sfx_mario2, sfx_mario3, sfx_mario4, sfx_mario5, sfx_mario6, sfx_mario7, sfx_mario8, sfx_mario9, sfx_marioa, sfx_thwomp, // Black Eggman sfx_bebomb, sfx_bechrg, sfx_becrsh, sfx_bedeen, sfx_bedie1, sfx_bedie2, sfx_beeyow, sfx_befall, sfx_befire, sfx_beflap, sfx_begoop, sfx_begrnd, sfx_behurt, sfx_bejet1, sfx_belnch, sfx_beoutb, sfx_beragh, sfx_beshot, sfx_bestep, sfx_bestp2, sfx_bewar1, sfx_bewar2, sfx_bewar3, sfx_bewar4, sfx_bexpld, sfx_bgxpld, // Cy-Brak-Demon sfx_beelec, // Electric barrier ambience sfx_brakrl, // Rocket launcher sfx_brakrx, // Rocket explodes // S3&K sounds sfx_s3k33, sfx_s3k34, sfx_s3k35, sfx_s3k36, sfx_s3k37, sfx_s3k38, sfx_s3k39, sfx_s3k3a, sfx_s3k3b, sfx_s3k3c, sfx_s3k3d, sfx_s3k3e, sfx_s3k3f, sfx_s3k40, sfx_s3k41, sfx_s3k42, sfx_s3k43, sfx_s3k44, sfx_s3k45, sfx_s3k46, sfx_s3k47, sfx_s3k48, sfx_s3k49, sfx_s3k4a, sfx_s3k4b, sfx_s3k4c, sfx_s3k4d, sfx_s3k4e, sfx_s3k4f, sfx_s3k50, sfx_s3k51, sfx_s3k52, sfx_s3k53, sfx_s3k54, sfx_s3k55, sfx_s3k56, sfx_s3k57, sfx_s3k58, sfx_s3k59, sfx_s3k5a, sfx_s3k5b, sfx_s3k5c, sfx_s3k5d, sfx_s3k5e, sfx_s3k5f, sfx_s3k60, sfx_s3k61, sfx_s3k62, sfx_s3k63, sfx_s3k64, sfx_s3k65, sfx_s3k66, sfx_s3k67, sfx_s3k68, sfx_s3k69, sfx_s3k6a, sfx_s3k6b, sfx_s3k6c, sfx_s3k6d, sfx_s3k6e, sfx_s3k6f, sfx_s3k70, sfx_s3k71, sfx_s3k72, sfx_s3k73, sfx_s3k74, sfx_s3k75, sfx_s3k76, sfx_s3k77, sfx_s3k78, sfx_s3k79, sfx_s3k7a, sfx_s3k7b, sfx_s3k7c, sfx_s3k7d, sfx_s3k7e, sfx_s3k7f, sfx_s3k80, sfx_s3k81, sfx_s3k82, sfx_s3k83, sfx_s3k84, sfx_s3k85, sfx_s3k86, sfx_s3k87, sfx_s3k88, sfx_s3k89, sfx_s3k8a, sfx_s3k8b, sfx_s3k8c, sfx_s3k8d, sfx_s3k8e, sfx_s3k8f, sfx_s3k90, sfx_s3k91, sfx_s3k92, sfx_s3k93, sfx_s3k94, sfx_s3k95, sfx_s3k96, sfx_s3k97, sfx_s3k98, sfx_s3k99, sfx_s3k9a, sfx_s3k9b, sfx_s3k9c, sfx_s3k9d, sfx_s3k9e, sfx_s3k9f, sfx_s3ka0, sfx_s3ka1, sfx_s3ka2, sfx_s3ka3, sfx_s3ka4, sfx_s3ka5, sfx_s3ka6, sfx_s3ka7, sfx_s3ka8, sfx_s3ka9, sfx_s3kaa, sfx_s3kab, sfx_s3kac, sfx_s3kad, sfx_s3kae, sfx_s3kaf, sfx_s3kb0, sfx_s3kb1, sfx_s3kb2, sfx_s3kb3, sfx_s3kb4, sfx_s3kb5, sfx_s3kb6, sfx_s3kb7, sfx_s3kb8, sfx_s3kb9, sfx_s3kba, sfx_s3kbb, sfx_s3kbcs, sfx_s3kbcl, sfx_s3kbds, sfx_s3kbdl, sfx_s3kbes, sfx_s3kbel, sfx_s3kbfs, sfx_s3kbfl, sfx_s3kc0s, sfx_s3kc0l, sfx_s3kc1s, sfx_s3kc1l, sfx_s3kc2s, sfx_s3kc2l, sfx_s3kc3s, sfx_s3kc3l, sfx_s3kc4s, sfx_s3kc4l, sfx_s3kc5s, sfx_s3kc5l, sfx_s3kc6s, sfx_s3kc6l, sfx_s3kc7, sfx_s3kc8s, sfx_s3kc8l, sfx_s3kc9s, sfx_s3kc9l, sfx_s3kcas, sfx_s3kcal, sfx_s3kcbs, sfx_s3kcbl, sfx_s3kccs, sfx_s3kccl, sfx_s3kcds, sfx_s3kcdl, sfx_s3kces, sfx_s3kcel, sfx_s3kcfs, sfx_s3kcfl, sfx_s3kd0s, sfx_s3kd0l, sfx_s3kd1s, sfx_s3kd1l, sfx_s3kd2s, sfx_s3kd2l, sfx_s3kd3s, sfx_s3kd3l, sfx_s3kd4s, sfx_s3kd4l, sfx_s3kd5s, sfx_s3kd5l, sfx_s3kd6s, sfx_s3kd6l, sfx_s3kd7s, sfx_s3kd7l, sfx_s3kd8s, sfx_s3kd8l, sfx_s3kd9s, sfx_s3kd9l, sfx_s3kdas, sfx_s3kdal, sfx_s3kdbs, sfx_s3kdbl, // SRB2kart sfx_lkt1, sfx_lkt2, sfx_lkt3, sfx_kart1, sfx_kart2, sfx_kart3, sfx_mlap, sfx_mush, sfx_star, sfx_mega, sfx_bomb, sfx_bomb2, sfx_peel, sfx_slip, sfx_fake, sfx_grnshl, sfx_redshl, sfx_shbrk, sfx_mkdrft, sfx_mkslid, sfx_mkitem, sfx_mkitm1, sfx_mkitm2, sfx_mkitm3, sfx_mkitm4, sfx_mkitm5, sfx_mkitm6, sfx_mkitm7, sfx_mkitm8, sfx_mkitmF, sfx_kwin, sfx_klose, sfx_slow, // sfx_taunt1, sfx_taunt2, sfx_taunt3, sfx_taunt4, // free slots for S_AddSoundFx() at run-time -------------------- sfx_freeslot0, // // ... 60 free sounds here ... // sfx_lastfreeslot = sfx_freeslot0 + NUMSFXFREESLOTS-1, // end of freeslots --------------------------------------------- sfx_skinsoundslot0, sfx_lastskinsoundslot = sfx_skinsoundslot0 + NUMSKINSFXSLOTS-1, NUMSFX } sfxenum_t; void S_InitRuntimeSounds(void); sfxenum_t S_AddSoundFx(const char *name, boolean singular, INT32 flags, boolean skinsound); void S_RemoveSoundFx(sfxenum_t id); #endif