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- // sound channels
- // channel 0 never willingly overrides
- // other channels will allways override a playing sound on that channel
- typedef enum //# soundChannel_e
- {
- CHAN_AUTO, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # Play a general wav file
- CHAN_LOCAL, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # menu sounds etc that play without origin
- CHAN_WEAPON, //# ingame weapons only, do not use in scripts!
- CHAN_VOICE, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # for speech, does lipsynch, and allows wait-on-completed
- CHAN_VOICE_NOATTENUATE, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # for speech, does lipsynch, and allows wait-on-completed, attenuates only slightly
- CHAN_ITEM, //# ingame NPC weapons only, do not use in scripts!
- CHAN_BODY, //# ingame NPC weapons only, do not use in scripts!
- CHAN_BODY2, //# ingame NPC weapons only, do not use in scripts!
- CHAN_AMBIENT, //# ingame NPC weapons only, do not use in scripts!
- CHAN_LOCAL_SOUND, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # chat messages, etc
- CHAN_ANNOUNCER, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # Announcer voices etc, guaranteed to be heard by player
- CHAN_LONGDISTANCE, //## %s !!"S:\base\!!sound\*.wav;*.mp3" # Long distance special noises only!!, DO NOT USE WITHOUT PERMISSION!
- CHAN_NPCWEAPON, //# ingame NPC weapons only, do not use in scripts!
-
- //
- // 4/2/02 kef -- making a distinction here just in case all of the above entries need to be in a certain order for the
- // sake of being mystically synchronized with Icarus. If you're going to add stuff that doesn't go through
- // Icarus, do it below this comment.
- //
- CHAN_WPN_AUX // any sounds generated by player's weapons that AREN'T firing sounds
- } soundChannel_t;
-
-
- // some stuff I need for accessing channels via flags for target-speaker -Ste.
-
- #define SPKR_CHAN_LONGDISTANCE 0x00000001
- #define SPKR_CHAN_GLOBAL 0x00000002 // acts as a flag to use CHAN_ANNOUNCER, effectively global (use with care!!!!!)
-
-