Devilution
Diablo devolved - magic behind the 1996 computer game
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7 #include "../3rdParty/Storm/Source/storm.h"
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735 {
SFX_ROGUE,
"Sfx\\Rogue\\Rogue70.wav", NULL },
736 {
SFX_ROGUE,
"Sfx\\Rogue\\Rogue71.wav", NULL },
737 {
SFX_ROGUE,
"Sfx\\Rogue\\Rogue72.wav", NULL },
738 {
SFX_ROGUE,
"Sfx\\Rogue\\Rogue73.wav", NULL },
739 {
SFX_ROGUE,
"Sfx\\Rogue\\Rogue74.wav", NULL },
740 {
SFX_ROGUE,
"Sfx\\Rogue\\Rogue75.wav", NULL },
741 {
SFX_ROGUE,
"Sfx\\Rogue\\Rogue76.wav", NULL },
742 {
SFX_ROGUE,
"Sfx\\Rogue\\Rogue77.wav", NULL },
743 {
SFX_ROGUE,
"Sfx\\Rogue\\Rogue78.wav", NULL },
744 {
SFX_ROGUE,
"Sfx\\Rogue\\Rogue79.wav", NULL },
781 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior13.wav", NULL },
782 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior14.wav", NULL },
783 {
SFX_WARRIOR,
"Sfx\\Warrior\\Wario14b.wav", NULL },
784 {
SFX_WARRIOR,
"Sfx\\Warrior\\Wario14c.wav", NULL },
785 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior15.wav", NULL },
786 {
SFX_WARRIOR,
"Sfx\\Warrior\\Wario15b.wav", NULL },
787 {
SFX_WARRIOR,
"Sfx\\Warrior\\Wario15c.wav", NULL },
788 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior16.wav", NULL },
789 {
SFX_WARRIOR,
"Sfx\\Warrior\\Wario16b.wav", NULL },
790 {
SFX_WARRIOR,
"Sfx\\Warrior\\Wario16c.wav", NULL },
791 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior17.wav", NULL },
792 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior18.wav", NULL },
793 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior19.wav", NULL },
794 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior20.wav", NULL },
795 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior21.wav", NULL },
796 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior22.wav", NULL },
797 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior23.wav", NULL },
798 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior24.wav", NULL },
799 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior25.wav", NULL },
800 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior26.wav", NULL },
801 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior27.wav", NULL },
802 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior28.wav", NULL },
803 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior29.wav", NULL },
804 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior30.wav", NULL },
805 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior31.wav", NULL },
806 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior32.wav", NULL },
807 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior33.wav", NULL },
808 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior34.wav", NULL },
809 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior35.wav", NULL },
810 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior36.wav", NULL },
811 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior37.wav", NULL },
812 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior38.wav", NULL },
813 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior39.wav", NULL },
814 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior40.wav", NULL },
815 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior41.wav", NULL },
816 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior42.wav", NULL },
817 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior43.wav", NULL },
818 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior44.wav", NULL },
819 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior45.wav", NULL },
820 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior46.wav", NULL },
821 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior47.wav", NULL },
822 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior48.wav", NULL },
823 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior49.wav", NULL },
824 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior50.wav", NULL },
831 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior57.wav", NULL },
838 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior64.wav", NULL },
839 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior65.wav", NULL },
840 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior66.wav", NULL },
841 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior67.wav", NULL },
842 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior68.wav", NULL },
843 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior69.wav", NULL },
844 {
SFX_WARRIOR,
"Sfx\\Warrior\\Wario69b.wav", NULL },
845 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior70.wav", NULL },
846 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior71.wav", NULL },
847 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior72.wav", NULL },
848 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior73.wav", NULL },
849 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior74.wav", NULL },
850 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior75.wav", NULL },
851 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior76.wav", NULL },
852 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior77.wav", NULL },
853 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior78.wav", NULL },
854 {
SFX_WARRIOR,
"Sfx\\Warrior\\Warior79.wav", NULL },
886 {
SFX_STREAM,
"Sfx\\Narrator\\Nar01.wav", NULL },
887 {
SFX_STREAM,
"Sfx\\Narrator\\Nar02.wav", NULL },
888 {
SFX_STREAM,
"Sfx\\Narrator\\Nar03.wav", NULL },
889 {
SFX_STREAM,
"Sfx\\Narrator\\Nar04.wav", NULL },
890 {
SFX_STREAM,
"Sfx\\Narrator\\Nar05.wav", NULL },
891 {
SFX_STREAM,
"Sfx\\Narrator\\Nar06.wav", NULL },
892 {
SFX_STREAM,
"Sfx\\Narrator\\Nar07.wav", NULL },
893 {
SFX_STREAM,
"Sfx\\Narrator\\Nar08.wav", NULL },
894 {
SFX_STREAM,
"Sfx\\Narrator\\Nar09.wav", NULL },
895 {
SFX_STREAM,
"Sfx\\Misc\\Lvl16int.wav", NULL },
896 {
SFX_STREAM,
"Sfx\\Monsters\\Butcher.wav", NULL },
897 {
SFX_STREAM,
"Sfx\\Monsters\\Garbud01.wav", NULL },
898 {
SFX_STREAM,
"Sfx\\Monsters\\Garbud02.wav", NULL },
899 {
SFX_STREAM,
"Sfx\\Monsters\\Garbud03.wav", NULL },
900 {
SFX_STREAM,
"Sfx\\Monsters\\Garbud04.wav", NULL },
901 {
SFX_STREAM,
"Sfx\\Monsters\\Izual01.wav", NULL },
902 {
SFX_STREAM,
"Sfx\\Monsters\\Lach01.wav", NULL },
903 {
SFX_STREAM,
"Sfx\\Monsters\\Lach02.wav", NULL },
904 {
SFX_STREAM,
"Sfx\\Monsters\\Lach03.wav", NULL },
905 {
SFX_STREAM,
"Sfx\\Monsters\\Laz01.wav", NULL },
906 {
SFX_STREAM,
"Sfx\\Monsters\\Laz02.wav", NULL },
907 {
SFX_STREAM,
"Sfx\\Monsters\\Sking01.wav", NULL },
908 {
SFX_STREAM,
"Sfx\\Monsters\\Snot01.wav", NULL },
909 {
SFX_STREAM,
"Sfx\\Monsters\\Snot02.wav", NULL },
910 {
SFX_STREAM,
"Sfx\\Monsters\\Snot03.wav", NULL },
911 {
SFX_STREAM,
"Sfx\\Monsters\\Warlrd01.wav", NULL },
912 {
SFX_STREAM,
"Sfx\\Monsters\\Wlock01.wav", NULL },
913 {
SFX_STREAM,
"Sfx\\Monsters\\Zhar01.wav", NULL },
914 {
SFX_STREAM,
"Sfx\\Monsters\\Zhar02.wav", NULL },
915 {
SFX_STREAM,
"Sfx\\Monsters\\DiabloD.wav", NULL },
954 for (i = 0; i < 4; i++) {
956 for (j = 0; j < 2; j++) {
977 for (j = 0; j < 4; ++j) {
978 for (k = 0; k < 2; ++k) {
994 int sndIdx, mi, lVolume, lPan;
1025 pan = (x - y) * 256;
1028 if (abs(pan) > 6400)
1031 volume = abs(x) > abs(y) ? abs(x) : abs(y);
1038 *plVolume = -volume;
1097 if (!SFileDdaBeginEx(
sghStream, 0x40000, 0, 0, lVolume, lPan, 0))
1139 return psfx +
random_(165, nRand);
1148 if (psfx >= 0 && psfx <= 3) {
1159 Mix_HaltChannel(-1);
1175 if (
sghStream != NULL && SFileDdaGetPos(
sghStream, ¤t, &end) && current >= end) {
1186 for (i = 0; i <
sizeof(
sgSFX) /
sizeof(
TSFX); i++) {
1187 if (
sgSFX[i].pSnd) {
1224 for (i = 0; i <
sizeof(
sgSFX) /
sizeof(
TSFX); i++) {
1225 if (
sgSFX[i].pSnd) {
1233 if (bLoadMask && !(
sgSFX[i].bFlags & bLoadMask)) {
1258 for (i = 0; i <
sizeof(
sgSFX) /
sizeof(
TSFX); i++) {
CMonster Monsters[MAX_LVLMTYPES]
BOOL effect_is_playing(int nSFX)
void effects_cleanup_sfx()
void PlayEffect(int i, int mode)
void PlaySFX_priv(TSFX *pSFX, BOOL loc, int x, int y)
BYTE gbMaxPlayers
Specifies the maximum number of players in a game, where 1 represents a single player game and 4 repr...
void stream_play(TSFX *pSFX, int lVolume, int lPan)
TSFX * sgpStreamSFX
Specifies the sound file and the playback state of the current sound effect.
void app_fatal(const char *pszFmt,...)
void snd_play_snd(TSnd *pSnd, int lVolume, int lPan)
#define DEVILUTION_END_NAMESPACE
TSFX sgSFX[]
List of all sounds, except monsters and music.
const char MonstSndChar[]
Monster sound type prefix a: Attack h: Hit d: Death s: Special.
MonsterStruct monster[MAXMONSTERS]
HANDLE sghStream
A handle to the current sound effect playing.
BOOL calc_snd_position(int x, int y, int *plVolume, int *plPan)
int sound_get_or_set_sound_volume(int volume)
DEVILUTION_BEGIN_NAMESPACE int sfxdelay
BYTE * DiabloAllocPtr(DWORD dwBytes)
Multithreaded safe malloc.
void effects_play_sound(char *snd_file)
void priv_sound_init(BYTE bLoadMask)
int random_(BYTE idx, int v)
Main RNG function.
void mem_free_dbg(void *p)
Multithreaded safe memfree.
void PlaySfxLoc(int psfx, int x, int y)
BOOL snd_playing(TSnd *pSnd)
void InitMonsterSND(int monst)
void sound_file_cleanup(TSnd *sound_file)
DEVILUTION_BEGIN_NAMESPACE MonsterData monsterdata[]
PlayerStruct plr[MAX_PLRS]
TSnd * sound_file_load(char *path)