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snd_dma_h.pas
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// ------------------------------------------------------------------------------
// DelphiQuake, Copyright (C) 2005-2011 by Jim Valavanis
// E-Mail: [email protected]
//
// Copyright (C) 1996-1997 Id Software, Inc.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//
// ------------------------------------------------------------------------------
{$I dquake.inc}
{$Z4}
unit snd_dma_h;
interface
uses
sound,
cvar;
// ====================================================================
var
snd_blocked: integer = 0;
// pointer should go away
var
shm: Pdma_t = nil; // JVAL was volatile
sn: dma_t; // JVAL was volatile
var
bgmvolume: cvar_t = (name: 'bgmvolume'; text: '1'; archive: true);
volume: cvar_t = (name: 'volume'; text: '0.7'; archive: true);
nosound: cvar_t = (name: 'nosound'; text: '0');
precache: cvar_t = (name: 'precache'; text: '1');
loadas8bit: cvar_t = (name: 'loadas8bit'; text: '0');
bgmbuffer: cvar_t = (name: 'bgmbuffer'; text: '4096');
ambient_level: cvar_t = (name: 'ambient_level'; text: '0.3');
ambient_fade: cvar_t = (name: 'ambient_fade'; text: '100');
snd_noextraupdate: cvar_t = (name: 'snd_noextraupdate'; text: '0');
snd_show: cvar_t = (name: 'snd_show'; text: '0');
_snd_mixahead: cvar_t = (name: '_snd_mixahead'; text: '0.1'; archive: true);
// =======================================================================
// Internal sound data & structures
// =======================================================================
var
soundtime: integer; // sample PAIRS
paintedtime: integer; // sample PAIRS
var
channels: array[0..MAX_CHANNELS - 1] of channel_t;
total_channels: integer;
implementation
end.