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91 lines
2.4 KiB
C++
91 lines
2.4 KiB
C++
#pragma once
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#include "audio_enums.h"
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#include "soundlist.h"
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#include "Crime.h"
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#define AEHANDLE_IS_FAILED(h) ((h)<0)
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#define AEHANDLE_IS_OK(h) ((h)>=0)
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class cAudioScriptObject;
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class CEntity;
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class cDMAudio
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{
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public:
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~cDMAudio()
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{ }
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void Initialise(void);
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void Terminate(void);
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void Service(void);
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int32 CreateEntity(eAudioType type, void *UID);
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void DestroyEntity(int32 audioEntity);
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void SetEntityStatus(int32 audioEntity, uint8 status);
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void PlayOneShot(int32 audioEntity, uint16 oneShot, float volume);
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void DestroyAllGameCreatedEntities(void);
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void SetEffectsMasterVolume(uint8 volume);
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void SetMusicMasterVolume(uint8 volume);
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void SetEffectsFadeVol(uint8 volume);
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void SetMusicFadeVol(uint8 volume);
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uint8 GetNum3DProvidersAvailable(void);
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char *Get3DProviderName(uint8 id);
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int8 AutoDetect3DProviders(void);
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int8 GetCurrent3DProviderIndex(void);
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int8 SetCurrent3DProvider(uint8 which);
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void SetSpeakerConfig(int32 config);
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bool IsMP3RadioChannelAvailable(void);
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void ReleaseDigitalHandle(void);
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void ReacquireDigitalHandle(void);
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void SetDynamicAcousticModelingStatus(uint8 status);
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bool CheckForAnAudioFileOnCD(void);
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char GetCDAudioDriveLetter(void);
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bool IsAudioInitialised(void);
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void ReportCrime(eCrimeType crime, CVector const &pos);
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int32 CreateLoopingScriptObject(cAudioScriptObject *scriptObject);
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void DestroyLoopingScriptObject(int32 audioEntity);
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void CreateOneShotScriptObject(cAudioScriptObject *scriptObject);
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void PlaySuspectLastSeen(float x, float y, float z);
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void ReportCollision(CEntity *entityA, CEntity *entityB, uint8 surfaceTypeA, uint8 surfaceTypeB, float collisionPower, float velocity);
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void PlayFrontEndSound(uint16 frontend, uint32 volume);
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void PlayRadioAnnouncement(uint8 announcement);
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void PlayFrontEndTrack(uint8 track, uint8 frontendFlag);
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void StopFrontEndTrack(void);
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void ResetTimers(uint32 time);
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void ChangeMusicMode(uint8 mode);
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void PreloadCutSceneMusic(uint8 track);
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void PlayPreloadedCutSceneMusic(void);
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void StopCutSceneMusic(void);
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void PreloadMissionAudio(char *missionAudio);
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uint8 GetMissionAudioLoadingStatus(void);
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void SetMissionAudioLocation(float x, float y, float z);
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void PlayLoadedMissionAudio(void);
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bool IsMissionAudioSampleFinished(void);
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void ClearMissionAudio(void);
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uint8 GetRadioInCar(void);
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void SetRadioInCar(uint32 radio);
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void SetRadioChannel(int8 radio, int32 pos);
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};
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extern cDMAudio DMAudio;
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