/* Eternity Engine Small Header Native functions for sound */ #if defined _snd_included #endinput #endif #define _snd_included // // Global Sound Functions // // These play sounds at full-volume on the global channel. The first takes an // EDF sound mnemonic, and can play any sound defined in EDF. // // The latter takes a sound DeHackEd number. Only sounds with a unique DeHackEd // number can be played with this function. // native _SoundGlobal(const name[]); native _SoundGlobalNum(sndnum); // // Sector Sound Functions // // These play sounds from sector sound origins. // native _SectorSound(const name[], tag); native _SectorSoundNum(sndnum, tag); // // Mapthing Sound Functions // // As above, but for Mapthings. ThingInfoSound allows playing a thingtype's // predefined EDF sound values. // native _ThingSound(const name[], tid); native _ThingSoundNum(sndnum, tid); // enum values for ThingInfoSound type parameter enum _ti_sounds { _TI_SEESOUND, _TI_ACTIVESOUND, _TI_ATTACKSOUND, _TI_PAINSOUND, _TI_DEATHSOUND } native _ThingInfoSound(_ti_sounds:type, tid);