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- // These entries are now also duplicated in ModView, so tell me if you need any adding or removing.
- // Note that the order is ok to change, I only read/write text strings of them anyway, but tell me if there
- // are different choices to offer in the pulldown box. I know, it's tacky, but ModView wasn't planned as an
- // editor and this was never an external file. A great combination... - Ste.
- //
- typedef enum //# soundChannel_e
- {
- CHAN_AUTO, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # Auto-picks an empty channel to play sound on
- CHAN_LOCAL, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # menu sounds, etc
- CHAN_WEAPON,//## %s !!"W:\game\base\!!sound\*.wav;*.mp3"
- CHAN_VOICE, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Voice sounds cause mouth animation
- CHAN_VOICE_ATTEN, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Causes mouth animation but still use normal sound falloff
- CHAN_VOICE_GLOBAL, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Causes mouth animation and is broadcast with no separation
- CHAN_ITEM, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3"
- CHAN_BODY, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3"
- CHAN_AMBIENT,//## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # added for ambient sounds
- CHAN_LOCAL_SOUND, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #chat messages, etc
- CHAN_ANNOUNCER, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #announcer voices, etc
- CHAN_LESS_ATTEN, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #attenuates similar to chan_voice, but uses empty channel auto-pick behaviour
- CHAN_MUSIC, //played as a looping sound - added by BTO (VV)
- } soundChannel_t;
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