Odamex
Setting the Standard in Multiplayer Doom
client/src/s_sound.cpp File Reference

Data Structures

struct  channel_t
struct  mus_playing_t
struct  AmbientSound

Functions

 CVAR_FUNC_IMPL (snd_sfxvolume)
 CVAR_FUNC_IMPL (snd_musicvolume)
 EXTERN_CVAR (snd_channels) size_t numChannels
void S_NoiseDebug (void)
void S_Init (float sfxVolume, float musicVolume)
void S_Stop (void)
void S_Start (void)
int S_getChannel (void *origin, sfxinfo_t *sfxinfo, int priority)
 EXTERN_CVAR (co_level8soundfeature) int S_AdjustSoundParams(AActor *listener
 if (!listener) return false
 if ((multiplayer &&!co_level8soundfeature)&&level.levelnum!=8 &&approx_dist > S_CLIPPING_DIST) return 0
 if (angle > listener->angle) angle
 if (approx_dist< S_CLOSE_DIST)
else if (co_level8soundfeature &&level.levelnum==8)
void S_SoundID (int channel, int sound_id, float volume, int attenuation)
void S_SoundID (fixed_t x, fixed_t y, int channel, int sound_id, float volume, int attenuation)
void S_SoundID (AActor *ent, int channel, int sound_id, float volume, int attenuation)
void S_SoundID (fixed_t *pt, int channel, int sound_id, float volume, int attenuation)
void S_LoopedSoundID (AActor *ent, int channel, int sound_id, float volume, int attenuation)
void S_LoopedSoundID (fixed_t *pt, int channel, int sound_id, float volume, int attenuation)
void S_PlatSound (fixed_t *pt, int channel, const char *name, float volume, int attenuation)
void S_Sound (int channel, const char *name, float volume, int attenuation)
void S_Sound (AActor *ent, int channel, const char *name, float volume, int attenuation)
void S_Sound (fixed_t *pt, int channel, const char *name, float volume, int attenuation)
void S_LoopedSound (AActor *ent, int channel, const char *name, float volume, int attenuation)
void S_LoopedSound (fixed_t *pt, int channel, const char *name, float volume, int attenuation)
void S_Sound (fixed_t x, fixed_t y, int channel, const char *name, float volume, int attenuation)
void S_StopSound (fixed_t *pt)
void S_StopSound (fixed_t *pt, int channel)
void S_StopSound (AActor *ent, int channel)
void S_StopAllChannels (void)
bool S_StopSoundID (int sound_id)
void S_RelinkSound (AActor *from, AActor *to)
bool S_GetSoundPlayingInfo (fixed_t *pt, int sound_id)
bool S_GetSoundPlayingInfo (AActor *ent, int sound_id)
void S_PauseSound (void)
void S_ResumeSound (void)
void S_UpdateSounds (void *listener_p)
void S_SetMusicVolume (float volume)
void S_SetSfxVolume (float volume)
void S_StartMusic (const char *m_id)
void S_ChangeMusic (std::string musicname, int looping)
void S_StopMusic (void)
void S_HashSounds (void)
int S_FindSound (const char *logicalname)
int S_FindSoundByLump (int lump)
int S_AddSoundLump (char *logicalname, int lump)
void S_ClearSoundLumps ()
int S_AddSound (char *logicalname, char *lumpname)
void S_ParseSndInfo (void)
void A_Ambient (AActor *actor)
void S_ActivateAmbient (AActor *origin, int ambient)
 BEGIN_COMMAND (snd_soundlist)
 END_COMMAND (snd_soundlist) BEGIN_COMMAND(snd_soundlinks)
 END_COMMAND (snd_soundlinks) BEGIN_COMMAND(snd_restart)
 END_COMMAND (snd_restart) BEGIN_COMMAND(changemus)
 END_COMMAND (changemus) void UV_SoundAvoidPlayer(AActor *mo

Variables

int sfx_sawup
int sfx_sawidl
int sfx_sawful
int sfx_sawhit
int sfx_itemup
int sfx_tink
int sfx_plasma
int sfx_chngun
int sfx_chainguy
int sfx_empty
int sfx_noway
int sfx_oof
int gameversion
cvar_t noisedebug ("noise","0", 0)
fixed_tsource
fixed_t float * vol
fixed_t float int * sep = 128 - (FixedMul(S_STEREO_SWING,finesine[angle])>>FRACBITS)
fixed_t float int int *pitch
fixed_t 
approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1)
fixed_t adx = abs(listener->x - source[0])
fixed_t ady = abs(listener->y - source[1])
angle_t angle
sfxinfo_tS_sfx
int numsfx
byte channel
byte const char * name

Function Documentation

void A_Ambient ( AActor actor)
BEGIN_COMMAND ( snd_soundlist  )
CVAR_FUNC_IMPL ( snd_musicvolume  )
CVAR_FUNC_IMPL ( snd_sfxvolume  )
END_COMMAND ( changemus  )
END_COMMAND ( snd_soundlist  )
END_COMMAND ( snd_soundlinks  )
END_COMMAND ( snd_restart  )
EXTERN_CVAR ( co_level8soundfeature  )
EXTERN_CVAR ( snd_channels  )
if ( )
else if ( co_level8soundfeature &&level.  levelnum = = 8)
if ( listener)
if ( (multiplayer &&!co_level8soundfeature)&&level.levelnum!  = 8 &&approx_dist,
S_CLIPPING_DIST   
)
if ( angle  ,
listener->  angle 
)
void S_ActivateAmbient ( AActor origin,
int  ambient 
)
int S_AddSound ( char *  logicalname,
char *  lumpname 
)
int S_AddSoundLump ( char *  logicalname,
int  lump 
)
void S_ChangeMusic ( std::string  musicname,
int  looping 
)
void S_ClearSoundLumps ( void  )
int S_FindSound ( const char *  logicalname)
int S_FindSoundByLump ( int  lump)
int S_getChannel ( void *  origin,
sfxinfo_t sfxinfo,
int  priority 
)
bool S_GetSoundPlayingInfo ( fixed_t pt,
int  sound_id 
)
bool S_GetSoundPlayingInfo ( AActor ent,
int  sound_id 
)
void S_HashSounds ( void  )
void S_Init ( float  sfxVolume,
float  musicVolume 
)
void S_LoopedSound ( fixed_t pt,
int  channel,
const char *  name,
float  volume,
int  attenuation 
)
void S_LoopedSound ( AActor ent,
int  channel,
const char *  name,
float  volume,
int  attenuation 
)
void S_LoopedSoundID ( AActor ent,
int  channel,
int  sound_id,
float  volume,
int  attenuation 
)
void S_LoopedSoundID ( fixed_t pt,
int  channel,
int  sound_id,
float  volume,
int  attenuation 
)
void S_NoiseDebug ( void  )
void S_ParseSndInfo ( void  )
void S_PauseSound ( void  )
void S_PlatSound ( fixed_t pt,
int  channel,
const char *  name,
float  volume,
int  attenuation 
)
void S_RelinkSound ( AActor from,
AActor to 
)
void S_ResumeSound ( void  )
void S_SetMusicVolume ( float  volume)
void S_SetSfxVolume ( float  volume)
void S_Sound ( int  channel,
const char *  name,
float  volume,
int  attenuation 
)
void S_Sound ( fixed_t  x,
fixed_t  y,
int  channel,
const char *  name,
float  volume,
int  attenuation 
)
void S_Sound ( AActor ent,
int  channel,
const char *  name,
float  volume,
int  attenuation 
)
void S_Sound ( fixed_t pt,
int  channel,
const char *  name,
float  volume,
int  attenuation 
)
void S_SoundID ( int  channel,
int  sound_id,
float  volume,
int  attenuation 
)
void S_SoundID ( fixed_t pt,
int  channel,
int  sound_id,
float  volume,
int  attenuation 
)
void S_SoundID ( AActor ent,
int  channel,
int  sound_id,
float  volume,
int  attenuation 
)
void S_SoundID ( fixed_t  x,
fixed_t  y,
int  channel,
int  sound_id,
float  volume,
int  attenuation 
)
void S_Start ( void  )
void S_StartMusic ( const char *  m_id)
void S_Stop ( void  )
void S_StopAllChannels ( void  )
void S_StopMusic ( void  )
void S_StopSound ( fixed_t pt,
int  channel 
)
void S_StopSound ( AActor ent,
int  channel 
)
void S_StopSound ( fixed_t pt)
bool S_StopSoundID ( int  sound_id)
void S_UpdateSounds ( void *  listener_p)

Variable Documentation

adx = abs(listener->x - source[0])
ady = abs(listener->y - source[1])
else angle
Initial value:
 R_PointToAngle2(listener->x,
                                listener->y,
                                source[0],
                                source[1])
approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1)
byte const char* name
cvar_t noisedebug("noise","0", 0)
int numsfx
* sep = 128 - (FixedMul(S_STEREO_SWING,finesine[angle])>>FRACBITS)
int sfx_empty
int sfx_noway
int sfx_oof
int sfx_sawup
int sfx_tink
fixed_t float* vol
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