Descent3/sndlib/sndrender.h
2024-04-15 21:43:29 -06:00

62 lines
1.3 KiB
C

/*
* $Source: $
* $Revision: 3 $
* $Author: Samir $
* $Date: 8/11/99 3:12p $
*
* Sound renderer system
*
* $Log: /DescentIII/Main/sndlib/sndrender.h $
*
* 3 8/11/99 3:12p Samir
* fixes for aureal support.
*
* 2 4/01/99 4:28p Samir
* hardware geometry integration if it's available.
*
* 1 3/28/99 3:25p Samir
*
*/
#ifndef SNDRENDER_H
#define SNDRENDER_H
#define SOUND_RENDER_RADIUS 120.0f
#define SOUND_RENDER_ROOM_LIMIT 16
// resets sound geometry system (called beginning of each level)
void SoundRenderReset();
// if this fails, renderer won't work, do emulation.
bool sound_render_start_frame();
// ends sound rendering
void sound_render_end_frame();
// render all rooms within a certain radius from player
// the radius is actually scaled according to orientation. radius is maximum radius, really, which is forward
// minimum radius will be rear view.
// returns list of rooms rendered (-1 = end of list!)
short *sound_render_audible_rooms(pos_state *listener_pos, float max_radius=SOUND_RENDER_RADIUS);
// render one room's geometry
void sound_render_room_geometry(int roomnum, int slot);
// check if a room exists in room list.
inline bool sound_render_room_in_list(short room, short *list)
{
sbyte idx = 0;
while(list[idx] != -1)
{
if (room == list[idx]) {
return true;
}
idx++;
}
return false;
}
#endif