346 void GlobalAttenuate(
float prmGaTimeToFadeOut,
float prmGaTimeToHold,
float prmGaTimeToFadeIn,
int soundEnum,
347 float prmExTimeToFadeIn,
float prmExTimeToHold,
float prmExTimeToFadeOut,
float volumeAdj = 1.0f);
350 float Play(
int soundEnum);
352 void PlayEx(
int soundEnum,
bool loop,
float volume = 1.0f,
float frequencyMod = 1.0f,
float pan = 0.0f,
bool restart =
true);
353 void Stop(
int soundEnum);
369 static void CALLBACK
AdvanceStage(HSYNC handle, DWORD channel, DWORD data,
void* user);
370 static void CALLBACK
MetaData(HSYNC handle, DWORD channel, DWORD data,
void* user);
HCHANNEL sound_channel[SOUND_ENUMERATION]
int excludeFromGlobalAttenuate
void LoadCockpitSound(int soundEnum, const char *path, bool force, SoundConfig *device=nullptr)
float GetLength(int soundEnum)
std::vector< GUID > deviceGuids
std::vector< Sdelayedeffects > delayedeffects
SoundConfig * sound_config[SOUND_ENUMERATION]
void FrameMoveDopplerEffects(float elapsedTime)
void InitDevice(SoundConfig *deviceConfig)
Sound(GameClass *gameptr)
static char * sound_path[SOUND_ENUMERATION]
void ChangeCockpit(bool force)
void PlayAudioData(unsigned char *data, size_t length)
std::vector< std::string > deviceNames
void LegacySoundRequestUniverse(SServerPacket datapacket)
void PrecipWindSoundBarrier(D3DXVECTOR3 relativewind, float elapsedTime)
void AddLoopingVehicleSound(int soundEnum, unsigned char array)
void LoadSound(int soundEnum, SoundConfig *device=nullptr)
static void CALLBACK AdvanceStage(HSYNC handle, DWORD channel, DWORD data, void *user)
float sound_rate[SOUND_ENUMERATION]
void AddDelayedSound(int soundEnum, float delay, float volume=1.0f)
std::vector< Sloopingeffects > loopingeffects
void FrameMove(float elapsedTime)
float GetAttenuation(bool applyDensity) const
void GlobalAttenuate(float prmGaTimeToFadeOut, float prmGaTimeToHold, float prmGaTimeToFadeIn, int soundEnum, float prmExTimeToFadeIn, float prmExTimeToHold, float prmExTimeToFadeOut, float volumeAdj=1.0f)
void Trace(const char *msg, Logger::Level severity=Logger::Level::Info) const
float Play(int soundEnum)
HSAMPLE sound_sample[SOUND_ENUMERATION]
char stationIdentification
float sound_volume[SOUND_ENUMERATION]
float sound_length[SOUND_ENUMERATION]
void FrameMoveDelayedEffects(float elapsedTime)
void PlayEx(int soundEnum, bool loop, float volume=1.0f, float frequencyMod=1.0f, float pan=0.0f, bool restart=true)
void RemoveLoopingVehicleSound(int soundEnum, unsigned char array)
char sound_device[SOUND_ENUMERATION]
void LoadSounds(short instage)
static void CALLBACK MetaData(HSYNC handle, DWORD channel, DWORD data, void *user)