/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifndef __OBJECTSNDS_H__ #define __OBJECTSNDS_H__ #define OS_USED (1<<0) #define OS_DS3D (1<<1) #define OS_MAIN (1<<2) // "main" sound. attentuation does not apply until outside the radius of the object #define OS_TURRET_BASE_ROTATION (1<<3) #define OS_TURRET_GUN_ROTATION (1<<4) #define OS_SUBSYS_ALIVE (1<<5) #define OS_SUBSYS_DEAD (1<<6) #define OS_SUBSYS_DAMAGED (1<<7) #define OS_SUBSYS_ROTATION (1<<8) struct vec3d; class ship_subsys; extern int Obj_snd_enabled; void obj_snd_level_init(); void obj_snd_level_close(); void obj_snd_do_frame(); // pos is the position of the sound source in the object's frame of reference. // so, if the objp->pos was at the origin, the pos passed here would be the exact // model coords of the location of the engine // by passing vmd_zero_vector here, you get a sound centered directly on the object // NOTE : if main is true, the attentuation factors don't apply if you're within the radius of the object int obj_snd_assign(int objnum, gamesnd_id sndnum, vec3d *pos, int main, int flags=0, ship_subsys *associated_sub=NULL); //Delete specific persistent sound on object void obj_snd_delete(int objnum, int index); // if sndnum is not -1, deletes all instances of the given sound within the object void obj_snd_delete_type(int objnum, gamesnd_id sndnum = gamesnd_id(), ship_subsys *ss = NULL); void obj_snd_delete_all(); void obj_snd_stop_all(); #endif