WindowDancing and all its UI elements). All of the dancing UI elements have been consolidated into the Player class, which simplifies things a great deal. Steps and the classes that use them have been generalized to use a variable number of panels (6 panel, 8 panel). Only a little more work is needed on the ColorArrows portion of Player to fully support these panel modes.
54 lines
1.1 KiB
C++
54 lines
1.1 KiB
C++
/*
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-----------------------------------------------------------------------------
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File: RageSound.h
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Desc: Sound effects library (currently a wrapper around Bass Sound Library).
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Copyright (c) 2001 Chris Danford. All rights reserved.
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-----------------------------------------------------------------------------
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*/
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#ifndef _RAGESOUND_H_
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#define _RAGESOUND_H_
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#include "bass/bass.h"
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#define NUM_STREAMS 16
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#define EFFECT_CHANNEL_1 0
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#define EFFECT_CHANNEL_2 1
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#define EFFECT_CHANNEL_3 2
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#define EFFECT_CHANNEL_4 3
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#define EFFECT_CHANNEL_5 4
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#define ANOUNCER_CHANNEL 13
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#define CROWD_CHANNEL 14
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#define MUSIC_CHANNEL 15
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class RageSound
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{
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public:
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RageSound( HWND hWnd );
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~RageSound();
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HSAMPLE LoadSound( const CString sFileName );
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VOID UnloadSound( HSAMPLE hSample );
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VOID Play( HSAMPLE hSample );
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VOID Stop( HSAMPLE hSample );
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private:
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HWND m_hWndApp; // this is set on GRAPHICS_Create()
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// HSAMPLE m_hSample[NUM_STREAMS];
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};
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typedef RageSound* LPRageSound;
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extern LPRageSound SOUND; // global and accessable from anywhere in our program
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#endif |