Sigrid Solveig Haflínudóttirwip Plan 9 port8024a895 years agoHistory
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#ifndef _audio_h_#define _audio_h_ #include "datatypes.h" /*Copyright (c) 2013-2021 Devine Lu Linvega2018 web port by rezmason2021 C89 port by rezmason Permission to use, copy, modify, and distribute this software for anypurpose with or without fee is hereby granted, provided that the abovecopyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIESWITH REGARD TO THIS SOFTWARE.*/ /*	Hiversaires has short sound effects and long music and ambience tracks.	This module loads the effects when the game initializes, and coordinates	the loading and unloading of the music and ambience on demand.*/ typedef enum {	EFFECT_ACTION_DOOR_ACTIVE,	EFFECT_ACTION_DOOR_INIT,	EFFECT_ACTION_ENERGY_ACTIVE,	EFFECT_ACTION_ENERGY_INIT,	EFFECT_ACTION_ENERGY_STACK,	EFFECT_ACTION_SEAL_ACTIVE,	EFFECT_ACTION_SEAL_INACTIVE,	EFFECT_ACTION_SEAL_INIT,	EFFECT_FOOTSTEP_COLLIDE,	EFFECT_FOOTSTEP_LEFT,	EFFECT_FOOTSTEP_RIGHT,	EFFECT_FOOTSTEP_TURN,	NumberOfEffects} EffectName; #define MUSIC_CHANNEL 0#define AMBIENCE_CHANNEL 1#define RESERVED_CHANNELS 2 int Audio_PreloadAssets(void);void Audio_Init(void);void Audio_Quit(void);void Audio_SetAmbience(Zone zone);void Audio_SetMusic(Chapter chapter);void Audio_PlayEffect(EffectName name);void Audio_PlayFootstep(void);int Audio_GetActive(void);void Audio_SetActive(int active); #endif

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