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bc77ba431a
to keep its own copy of the sound data. It could be even further simplified (I don't really see any reason for having two different sound queues), but I seem to have reached a point of stability here and I don't want to jinx it by making further changes yet. svn-id: r13705
54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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/*****************************************************************************
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* SOUND.H Sound engine
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*
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* SOUND.CPP Contains the sound engine, fx & music functions
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* Some very 'sound' code in here ;)
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*
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* (16Dec96 JEL)
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*
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****************************************************************************/
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#ifndef SOUND_H
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#define SOUND_H
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// max number of fx in queue at once [DO NOT EXCEED 255]
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#define FXQ_LENGTH 32
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namespace Sword2 {
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// fx types
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enum {
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// These three types correspond to types set by the scripts
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FX_SPOT = 0,
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FX_LOOP = 1,
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FX_RANDOM = 2,
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// These are used for FX queue bookkeeping
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FX_SPOT2 = 3,
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FX_LOOPING = 4
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};
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} // End of namespace Sword2
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#endif
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