Пример #1
0
UINT32 PlayJA2AmbientRandom( UINT32 usNum, UINT32 uiTimeMin, UINT32 uiTimeMax)
{
	RANDOMPARMS rpParms;

	memset(&rpParms, 0xff, sizeof(RANDOMPARMS));

	rpParms.uiTimeMin=uiTimeMin;
	rpParms.uiTimeMax=uiTimeMax;
	rpParms.uiVolMin = CalculateSoundEffectsVolume( AmbientVols[usNum] );
	rpParms.uiVolMax = CalculateSoundEffectsVolume( AmbientVols[usNum] );
	rpParms.uiPriority=GROUP_AMBIENT;

	return(SoundPlayRandom(szAmbientEffects[usNum], &rpParms));
}
Пример #2
0
UINT32 PlayJA2SampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{
	//SoundLog((CHAR8 *)String(" Play sound %s on volume %d", szFileName, ubVolume));
	// does the same thing as PlayJA2Sound, but one only has to pass the filename, not the index of the sound array

	SOUNDPARMS spParms;

	memset(&spParms, 0xff, sizeof(SOUNDPARMS));

	spParms.uiSpeed = usRate;

	if ( strstr( szFileName, "WEAPONS" ) == NULL )
	{
		spParms.uiVolume = CalculateSoundEffectsVolume( ubVolume );
	}
	else
	{
		spParms.uiVolume = (UINT32)( ( ubVolume / (FLOAT) HIGHVOLUME ) * guiSoundEffectsVolume +.5 ) * (1 + gGameExternalOptions.guiWeaponSoundEffectsVolume / 100);
	}

	spParms.uiLoop = ubLoops;
	spParms.uiPan = uiPan;
	spParms.uiPriority=GROUP_PLAYER;

	//SoundLog((CHAR8 *)String(" Play sound %s on volume %d", szFileName, spParms.uiVolume));

	return(SoundPlay((STR) szFileName, &spParms));
}
Пример #3
0
UINT32 PlayJA2Sample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{
	//SoundLog((CHAR8 *)String(" Play sound %s on volume %d", szSoundEffects[usNum], ubVolume));

	SOUNDPARMS spParms;

	memset(&spParms, 0xff, sizeof(SOUNDPARMS));

	spParms.uiSpeed = usRate;

	if ( strstr( szSoundEffects[usNum], "WEAPONS" ) == NULL )
	{
		spParms.uiVolume = CalculateSoundEffectsVolume( ubVolume );
	}
	else
	{
		spParms.uiVolume = (UINT32)( ( ubVolume / (FLOAT) HIGHVOLUME ) * guiSoundEffectsVolume +.5 ) * (1 + gGameExternalOptions.guiWeaponSoundEffectsVolume / 100);
	}

	spParms.uiVolume &= 0xFFL;
	spParms.uiLoop = ubLoops;
	spParms.uiPan = uiPan & 0xFFL;
	spParms.uiPriority=GROUP_PLAYER;

	//SoundLog((CHAR8 *)String(" Play sound %s on volume %d", szSoundEffects[usNum], spParms.uiVolume));

	return(SoundPlay(szSoundEffects[usNum], &spParms));
}
Пример #4
0
UINT32 PlayJA2Ambient( UINT32 usNum, UINT32 ubVolume, UINT32 ubLoops)
{
	SOUNDPARMS spParms;

	memset(&spParms, 0xff, sizeof(SOUNDPARMS));

	spParms.uiVolume = CalculateSoundEffectsVolume( ubVolume );
	spParms.uiLoop = ubLoops;
	spParms.uiPriority=GROUP_AMBIENT;

	return(SoundPlay(szAmbientEffects[usNum], &spParms));
}
Пример #5
0
UINT32 PlaySoldierJA2Sample( UINT16 usID, UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan, BOOLEAN fCheck )
{

	if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
	{
	// CHECK IF GUY IS ON SCREEN BEFORE PLAYING!
	if ( ( MercPtrs[ usID ]->bVisible != -1 ) || !fCheck )
	{
		return( PlayJA2Sample( usNum, usRate, CalculateSoundEffectsVolume( ubVolume ), ubLoops, uiPan ) );
	}
	}

	return( 0 );
}
Пример #6
0
UINT32 PlayJA2StreamingSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{
  SOUNDPARMS spParms;

	memset(&spParms, 0xff, sizeof(SOUNDPARMS));

	spParms.uiSpeed = usRate;
	spParms.uiVolume = CalculateSoundEffectsVolume( ubVolume );
	spParms.uiLoop = ubLoops;
	spParms.uiPan = uiPan;
	spParms.uiPriority=GROUP_PLAYER;

	return(SoundPlayStreamedFile(szSoundEffects[usNum], &spParms));
}
Пример #7
0
UINT32 PlayJA2SampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{

	// does the same thing as PlayJA2Sound, but one only has to pass the filename, not the index of the sound array

  SOUNDPARMS spParms;

	memset(&spParms, 0xff, sizeof(SOUNDPARMS));

	spParms.uiSpeed = usRate;
	spParms.uiVolume = CalculateSoundEffectsVolume( ubVolume );
	spParms.uiLoop = ubLoops;
	spParms.uiPan = uiPan;
	spParms.uiPriority=GROUP_PLAYER;

	return(SoundPlay(szFileName, &spParms));
}