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sounds.h
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sounds.h
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/****************************************************************************************//* SOUNDS.H *//****************************************************************************************//* (c) 1994 by Magnet Interactive Studios, inc. All rights reserved. *//****************************************************************************************//* Revision History: *//* 7/20/94 File first created, based on stuff by Mike Chaney. *//* v1.0 8/3/94 First polished version. By Andrew Looney. *//* 8/8/94 Started making changes for next version. *//* v2.0 8/24/94 Seven level version burned onto CD-ROM. By Andrew Looney. *//* v2.1 8/29/94 Comments brought back up to date. By Andrew Looney. *//* v2.2 9/7/94 Sixteen level version. By Andrew Looney. *//* v2.3 9/23/94 Thirty level version burned onto CD-ROM. By Andrew Looney. *//* v2.4 10/19/94 Fifty level version. By Andrew Looney. *//* v2.5 10/31/94 Sixty level version burned onto CD-ROM. By Andrew Looney. *//* v3.0 10/31/94 Began switching over to real artwork. By Andrew Looney. *//* v3.1 11/11/94 COMDEX version. By Andrew Looney. *//* v3.2 12/2/94 Seventy-five level version. By Andrew Looney. *//* v3.3 12/14/94 Ack! Zombies! By Andrew Looney. *//* v3.4 12/23/94 Orange Meanies! By Andrew Looney. *//* v3.5 1/3/95 100 Levels! By Andrew Looney. *//* v3.6 1/5/95 101 Levels. By Andrew Looney. *//* v3.7 1/16/95 New, improved Brainy Seeker logic! By Andrew Looney. *//* v3.8 1/27/95 114 level version burned onto CD-ROM. By Andrew Looney. *//* v3.9 2/3/95 New CD-ROM burned for shipment to 3DO. By Andrew Looney. *//* v4.0 2/9/95 New CD-ROM featuring the big level grid. By Andrew Looney. *//* v4.1 2/22/95 New CD-ROM with rough draft of full interface. By Andrew Looney. *//* v4.2 3/17/95 The St. Patrick's Day Version. By Andrew Looney. *//* v4.3 3/20/95 The last version before the movies get added. By Andrew Looney. *//* v4.4 3/21/95 First version with movies integrated. By Andrew Looney. *//* 3/22/95 Altered to enable dynamic loading of sound fx. By Mark Emon. *//* v4.5 3/22/95 Second version with movies integrated. By Andrew Looney. *//* v4.6 3/27/95 Third version with movies integrated. By Andrew Looney. *//* v5.0 3/28/95 Newest version sent to QA. By Andrew Looney. *//* v5.1 3/28/95 Now, with Easter Eggs! By Andrew Looney. *//* v5.2 3/29/95 Could this be the final version? By Andrew Looney. *//* v5.3 3/30/95 OK, now maybe THIS is the final version! By Andrew Looney. *//* v5.4 4/3/95 Made a couple more minor changes. By Andrew Looney. *//****************************************************************************************/#ifndef SOUNDS#define SOUNDS 1#define CONCRETE_CHIP_SOUND 0#define ZOMBIE_HIT_SOUND 1#define ZOMBIE_BIRTH_SOUND 2#define SHATTER_SOUND 3#define LAVA_SIZZLE_SOUND 4#define SPLAT_SOUND 5#define ORANGE_HIT_SOUND 6#define LTBLUE_DEATH_SOUND 7#define ZAP_SOUND 8#define SHOOT_SOUND 9#define ERODE_SOUND 10#define PULVERIZE_SOUND 11#define PING_SOUND 12#define PIT_RUMBLE_SOUND 13#define PINK_DEATH_SOUND 14#define FALLING_SOUND 15#define CONCRETE_CRUMBLE_SOUND 16#define ZOMBIE_DEATH_SOUND 17#define CHAM_ACTIVIATION_SOUND 18#define DEATH_SOUND 19#define DUDEMEYER_SLIME_SOUND 20#define LURKER_DEATH_SOUND 21#define SKID_SOUND 22#define LIME_DEATH_SOUND 23#define MAXPROGRAMNUM 24 /* This should be one greater than the last sound */#define MAX_SCORE_VOICES 8 #define MIXER_NAME ("mixer8x2.dsp")#define MIXER_AMPLITUDE ((MAXDSPAMPLITUDE/MAX_SCORE_VOICES) * 9)/* Note: Raise the value of MIXER_AMPLITUDE until the sound clips, then drop it till *//* you feel safe. MAXDSPAMPLITUDE/MAX_SCORE_VOICES is guaranteed safe if all you are *//* doing is playing scores. */static char *SoundEffectsNames[MAXPROGRAMNUM] ={ "$boot/IceFiles/Sounds/ConcrHit.AIF", "$boot/IceFiles/Sounds/ZombieDamage.AIF", "$boot/IceFiles/Sounds/ZombieBirth.AIF", "$boot/IceFiles/Sounds/NewREVBlueDeath.AIF", "$boot/IceFiles/Sounds/PlayerLavaDeath.AIF", "$boot/IceFiles/Sounds/NewSplatt.AIF", "$boot/IceFiles/Sounds/OrangeHit.AIF", "$boot/IceFiles/Sounds/CyanDeath.AIF", "$boot/IceFiles/Sounds/NewREVRedDeath.AIF", "$boot/IceFiles/Sounds/NewREVShoot.AIF", "$boot/IceFiles/Sounds/YellowDeath.AIF", "$boot/IceFiles/Sounds/GreenDeath.AIF", "$boot/IceFiles/Sounds/NewREVPing.AIF", "$boot/IceFiles/Sounds/PurpleDeath.AIF", "$boot/IceFiles/Sounds/PinkDeath.AIF", "$boot/IceFiles/Sounds/SeekerFall.AIF", "$boot/IceFiles/Sounds/ConcreteDeath.AIF", "$boot/IceFiles/Sounds/ZombieDeath.AIF", "$boot/IceFiles/Sounds/Chameleon.AIF", "$boot/IceFiles/Sounds/NewREVUhOh.AIF", "$boot/IceFiles/Sounds/SlimeDeath.AIF", "$boot/IceFiles/Sounds/DarkPinkDeath.AIF", "$boot/IceFiles/Sounds/Skid.AIF", "$boot/IceFiles/Sounds/LimeDeath.AIF"}; /* declare SoundfxNeeded[] and set Sound Effects that will be load at initialization */static bool SoundfxNeeded[MAXPROGRAMNUM] = { FALSE, /* CONCRETE_CHIP_SOUND */ FALSE, /* ZOMBIE_HIT_SOUND */ FALSE, /* ZOMBIE_BIRTH_SOUND */ TRUE, /* SHATTER_SOUND */ FALSE, /* LAVA_SIZZLE_SOUND */ TRUE, /* SPLAT_SOUND */ FALSE, /* ORANGE_HIT_SOUND */ FALSE, /* LTBLUE_DEATH_SOUND */ TRUE, /* ZAP_SOUND */ TRUE, /* SHOOT_SOUND */ FALSE, /* ERODE_SOUND */ TRUE, /* PULVERIZE_SOUND */ TRUE, /* PING_SOUND */ FALSE, /* PIT_RUMBLE_SOUND */ FALSE, /* PINK_DEATH_SOUND */ TRUE, /* FALLING_SOUND */ FALSE, /* CONCRETE_CRUMBLE_SOUND */ FALSE, /* ZOMBIE_DEATH_SOUND */ FALSE, /* CHAM_ACTIVIATION_SOUND */ TRUE, /* DEATH_SOUND */ FALSE, /* DUDEMEYER_SLIME_SOUND */ FALSE, /* LURKER_DEATH_SOUND */ FALSE, /* SKID_SOUND */ FALSE /* LIME_DEATH_SOUND */}; /***** Prototypes *****/extern ScoreContext* pmfSetupScoreContext ( void );extern Err pmfCleanupScoreContext (ScoreContext *scon);extern bool InitAudio ( void );extern void ReleaseAudio (void);extern void PlaySoundEffect (int32 sound_id);extern void EndSoundEffect (int32 sound_id);extern void DynamicSampleLoader( bool *SoundfxNeeded );#endif/************************************* EOF **********************************************/