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forked from 0ad/0ad

more dox :]

This was SVN commit r1279.
This commit is contained in:
janwas 2004-10-30 15:17:19 +00:00
parent 4e7b6bd165
commit 2cf79ca6cf
2 changed files with 20 additions and 2 deletions

View File

@ -1507,7 +1507,8 @@ int snd_play(Handle hs, float static_pri)
// change 3d position of the sound source.
// if relative (default false), (x,y,z) is treated as relative to the
// listener; otherwise, it is the position in world coordinates.
// may be called at any time.
// may be called at any time; fails with invalid handle return if
// the sound has already been closed (e.g. it never played).
int snd_set_pos(Handle hvs, float x, float y, float z, bool relative)
{
H_DEREF(hvs, VSrc, vs);
@ -1522,6 +1523,8 @@ int snd_set_pos(Handle hvs, float x, float y, float z, bool relative)
// change gain (amplitude modifier) of the sound source.
// must be non-negative; 1 -> unattenuated, 0.5 -> -6 dB, 0 -> silence.
// may be called at any time; fails with invalid handle return if
// the sound has already been closed (e.g. it never played).
int snd_set_gain(Handle hvs, float gain)
{
H_DEREF(hvs, VSrc, vs);
@ -1535,6 +1538,8 @@ int snd_set_gain(Handle hvs, float gain)
// enable/disable looping on the sound source.
// used to implement variable-length sounds (e.g. while building).
// may be called at any time; fails with invalid handle return if
// the sound has already been closed (e.g. it never played).
//
// notes:
// - looping sounds are not discarded if they cannot be played for lack of

View File

@ -19,6 +19,14 @@
#include "handle.h"
// introduction:
// this module initializes the sound hardware and provides an interface
// (backed by the resource manager) that allows any number of sounds
// to be emitted simultaneously; they are also closed automatically.
// the most "important" sounds are actually played, while the others
// are discarded (necessary due to limited number of hardware voices).
//
// device enumeration
//
@ -107,15 +115,20 @@ extern int snd_play(Handle hs, float priority = 0.0f);
// change 3d position of the sound source.
// if relative (default false), (x,y,z) is treated as relative to the
// listener; otherwise, it is the position in world coordinates.
// may be called at any time.
// may be called at any time; fails with invalid handle return if
// the sound has already been closed (e.g. it never played).
extern int snd_set_pos(Handle hs, float x, float y, float z, bool relative = false);
// change gain (amplitude modifier) of the sound source.
// must be non-negative; 1 -> unattenuated, 0.5 -> -6 dB, 0 -> silence.
// may be called at any time; fails with invalid handle return if
// the sound has already been closed (e.g. it never played).
extern int snd_set_gain(Handle hs, float gain);
// enable/disable looping on the sound source.
// used to implement variable-length sounds (e.g. while building).
// may be called at any time; fails with invalid handle return if
// the sound has already been closed (e.g. it never played).
//
// notes:
// - looping sounds are not discarded if they cannot be played for lack of