Checking in basic OpenAL support (Chuck Mason).

Don't default to fullscreen for now.
This commit is contained in:
Steven Fuller 2001-08-14 17:51:26 +00:00 committed by Patryk Obara
parent 7460e9acd0
commit 0200ee9777
7 changed files with 472 additions and 25 deletions

View file

@ -6,7 +6,7 @@ CXXFLAGS = $(CFLAGS)
LDLIBS = -lm
CFLAGS += `sdl-config --cflags`
LDLIBS += -L/usr/X11R6/lib -lX11 -lXext -lGL `sdl-config --libs`
LDLIBS += -L/usr/X11R6/lib -lX11 -lXext -lGL `sdl-config --libs` -lopenal -lm
AFLAGS = -g -Iinclude/ -w+macro-params -w+orphan-labels -w+number-overflow

View file

@ -581,7 +581,11 @@ void Sound_Stop(int activeSoundNumber)
PlatStopSound(activeSoundNumber);
/* release the active sound slot */
ActiveSounds[activeSoundNumber] = BlankActiveSound;
{ /* CEM - FIXME: hack */
int buf = ActiveSounds[activeSoundNumber].ds3DBufferP;
ActiveSounds[activeSoundNumber] = BlankActiveSound;
ActiveSounds[activeSoundNumber].ds3DBufferP = buf;
}
}
void Sound_ChangeVolume(int activeSoundNumber, int volume)

View file

@ -350,20 +350,20 @@ void UnloadScreamSounds()
/* TODO: dir separator */
void LoadMarineScreamSounds()
{
MarineSounds.LoadSounds("marsound.dat","npc/marinevoice/");
MarineSounds.LoadSounds("marsound.dat","npc\\marinevoice\\");
}
void LoadAlienScreamSounds()
{
AlienSounds.LoadSounds("aliensound.dat","npc/alienvoice/");
AlienSounds.LoadSounds("aliensound.dat","npc\\alienvoice\\");
}
void LoadPredatorScreamSounds()
{
PredatorSounds.LoadSounds("predsound.dat","npc/predatorvoice/");
PredatorSounds.LoadSounds("predsound.dat","npc\\predatorvoice\\");
}
void LoadQueenScreamSounds()
{
QueenSounds.LoadSounds("queensound.dat","npc/queenvoice/");
QueenSounds.LoadSounds("queensound.dat","npc\\queenvoice\\");
}

View file

@ -507,7 +507,7 @@ Global_Hierarchy_Store::Global_Hierarchy_Store (RIFFHANDLE h)
if(dir_chunk)
{
/* TODO: dir separator */
sprintf(wavname,"%s/%s",dir_chunk->directory,isc->wav_name);
sprintf(wavname,"%s\\%s",dir_chunk->directory,isc->wav_name);
sound_array[index].sound_loaded=GetSound(wavname);
}
else

View file

@ -28,6 +28,7 @@ typedef struct soundsampledata
int pitch;
// LPDIRECTSOUNDBUFFER dsBufferP;
int dsBufferP;
void *buffer;
unsigned int flags;
@ -63,7 +64,11 @@ typedef struct activesoundsample
// LPDIRECTSOUNDBUFFER dsBufferP;
// LPDIRECTSOUND3DBUFFER ds3DBufferP;
// LPKSPROPERTYSET PropSetP;
int dsBufferP;
int ds3DBufferP;
float PropSetP_pos[3];
float PropSetP_vel[3];
void *buffer;
void *buffer3d;
void *propset;

View file

@ -90,7 +90,7 @@ int InitialiseWindowsSystem()
SDL_WM_SetCaption("Aliens vs Predator", "Aliens vs Predator");
/* -w will disable to first fullscreen, -f will turn it on */
SDL_WM_ToggleFullScreen(surface);
// SDL_WM_ToggleFullScreen(surface);
SDL_WM_GrabInput(SDL_GRAB_ON);
SDL_ShowCursor(0);
@ -569,14 +569,14 @@ int main(int argc, char *argv[])
AvP.CurrentEnv = AvP.StartingEnv = 0; /* are these even used? */
// AvP.PlayerType = I_Alien;
// SetLevelToLoad(AVP_ENVIRONMENT_FERARCO); /* starting alien level */
AvP.PlayerType = I_Alien;
SetLevelToLoad(AVP_ENVIRONMENT_FERARCO); /* starting alien level */
// AvP.PlayerType = I_Marine;
// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
AvP.PlayerType = I_Predator;
SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
// AvP.PlayerType = I_Predator;
// SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */

View file

@ -2,23 +2,85 @@
#include <stdlib.h>
#include <string.h>
#include <AL/al.h>
#include <AL/alc.h>
#include <AL/alut.h>
#include <SDL/SDL_audio.h> // For a few defines (AUDIO_*)
#include "fixer.h"
#include "3dc.h"
#include "platform.h"
#include "psndplat.h"
#include "gamedef.h"
#include "avpview.h"
#include "ffstdio.h"
#include "dynamics.h"
#include "dynblock.h"
#include "stratdef.h"
/* psndplat.cpp */
ACTIVESOUNDSAMPLE ActiveSounds[SOUND_MAXACTIVE];
ACTIVESOUNDSAMPLE BlankActiveSound = {SID_NOSOUND,ASP_Minimum,0,0,NULL,0,0,0,0,0, { {0,0,0},{0,0,0},0,0 }, NULL, NULL, NULL};
SOUNDSAMPLEDATA BlankGameSound = {0,0,0,0,NULL,0,0,NULL,0};
ACTIVESOUNDSAMPLE BlankActiveSound = {SID_NOSOUND,ASP_Minimum,0,0,NULL,0,0,0,0,0, { {0,0,0},{0,0,0},0,0 }, 0, 0, { 0.0, 0.0, 0.0 }, { 0.0, 0.0, 0.0 }, NULL, NULL, NULL};
SOUNDSAMPLEDATA BlankGameSound = {0,0,0,0,0,NULL,0,0,NULL,0};
SOUNDSAMPLEDATA GameSounds[SID_MAXIMUM];
ALCdevice *AvpSoundDevice;
ALvoid *AvpSoundContext;
int PlatStartSoundSys()
{
int i;
ALfloat pos[] = { 0.0, 0.0, 0.0 },
vel[] = { 0.0, 0.0, 0.0 },
or[] = { 0.0, 0.0, 1.0, 0.0, -1.0, 0.0 };
int attrlist[] = {
ALC_FREQUENCY, 22050,
ALC_SYNC, AL_FALSE,
0
};
fprintf(stderr, "PlatStartSoundSys()\n");
return 0;
AvpSoundDevice = alcOpenDevice ("'( (sampling-rate 22050 ))");
AvpSoundContext = alcCreateContext (AvpSoundDevice, attrlist);
alcMakeContextCurrent (AvpSoundContext);
alListenerfv (AL_POSITION, pos);
alListenerfv (AL_VELOCITY, vel);
alListenerfv (AL_ORIENTATION, or);
if (alGetError () != AL_NO_ERROR) {
perror ("alListenerfv()");
exit (1);
}
for (i = 0; i < SOUND_MAXACTIVE; i++) {
ALuint p;
alGenSources (1, &(ActiveSounds[i].ds3DBufferP));
p = ActiveSounds[i].ds3DBufferP;
ActiveSounds[i].PropSetP_pos[0] = 0.0;
ActiveSounds[i].PropSetP_pos[1] = 0.0;
ActiveSounds[i].PropSetP_pos[2] = 0.0;
ActiveSounds[i].PropSetP_vel[0] = 0.0;
ActiveSounds[i].PropSetP_vel[1] = 0.0;
ActiveSounds[i].PropSetP_vel[2] = 0.0;
if (alGetError () != AL_NO_ERROR) {
perror ("alGenSources ()");
return -1;
}
alSourcef (p, AL_PITCH, 1.0f);
alSourcef (p, AL_GAIN, 1.0f);
alSourcefv (p, AL_POSITION, ActiveSounds[i].PropSetP_pos);
alSourcefv (p, AL_VELOCITY, ActiveSounds[i].PropSetP_vel);
}
return 1;
}
void PlatEndSoundSys()
@ -35,44 +97,270 @@ int PlatChangeGlobalVolume(int volume)
int PlatPlaySound(int activeIndex)
{
int si;
fprintf(stderr, "PlatPlaySound(%d)\n", activeIndex);
if ((activeIndex < 0) || (activeIndex >= SOUND_MAXACTIVE))
return 0;
si = ActiveSounds[activeIndex].soundIndex;
if ((si < 0) || (si >= SID_MAXIMUM))
return 0;
if (!GameSounds[si].loaded)
return 0;
if (!PlatSoundHasStopped(activeIndex))
PlatStopSound (activeIndex);
if (ActiveSounds[activeIndex].loop)
alSourcei (ActiveSounds[activeIndex].ds3DBufferP, AL_LOOPING, AL_TRUE);
else
alSourcei (ActiveSounds[activeIndex].ds3DBufferP, AL_LOOPING, AL_FALSE);
alSourcei (ActiveSounds[activeIndex].ds3DBufferP, AL_BUFFER,
GameSounds[si].dsBufferP);
if (ActiveSounds[activeIndex].pitch != GameSounds[si].pitch) {
int ok = PlatChangeSoundPitch (activeIndex, ActiveSounds[activeIndex].pitch);
if (ok == SOUND_PLATFORMERROR) {
PlatStopSound (activeIndex);
return ok;
}
}
if (ActiveSounds[activeIndex].threedee) {
int ok;
/* set distance at which attenuation starts */
ok = PlatDo3dSound (activeIndex);
if (ok == SOUND_PLATFORMERROR) {
PlatStopSound (activeIndex);
return ok;
}
} else {
int newVolume, ok;
newVolume = ActiveSounds[activeIndex].volume;
newVolume = (newVolume * VOLUME_PLAT2DSCALE) >> 7;
ActiveSounds[activeIndex].volume = newVolume;
ok = PlatChangeSoundVolume (activeIndex, ActiveSounds[activeIndex].volume);
if (ok == SOUND_PLATFORMERROR) {
PlatStopSound (activeIndex);
return ok;
}
}
if (!ActiveSounds[activeIndex].paused) {
alSourcePlay (ActiveSounds[activeIndex].ds3DBufferP);
if (ActiveSounds[activeIndex].loop) {
fprintf (stderr, "Playing sound %i %s looping in slot %i\n",
si, GameSounds[si].wavName, activeIndex);
} else {
fprintf (stderr, "Playing sound %i %s once in slot %i\n",
si, GameSounds[si].wavName, activeIndex);
}
}
return 1;
}
void PlatStopSound(int activeIndex)
{
fprintf(stderr, "PlatStopSound(%d)\n", activeIndex);
// if (ActiveSounds[activeIndex].paused)
// alSourcePause (ActiveSounds[activeIndex].ds3DBufferP);
// else
// alSourceStop (ActiveSounds[activeIndex].ds3DBufferP);
if (!PlatSoundHasStopped (activeIndex))
alSourceStop (ActiveSounds[activeIndex].ds3DBufferP);
}
int PlatChangeSoundVolume(int activeIndex, int volume)
{
fprintf(stderr, "PlatChangeSoundVolume(%d, %d)\n", activeIndex, volume);
float nv = 127.0f / (float) volume;
fprintf(stderr, "PlatChangeSoundVolume(%d, %d) - %f\n", activeIndex, volume, nv);
if (nv > 1.0)
nv = 1.0;
alSourcef (ActiveSounds[activeIndex].ds3DBufferP,
AL_MAX_GAIN, nv);
return 1;
}
int PlatChangeSoundPitch(int activeIndex, int pitch)
{
fprintf(stderr, "PlatChangeSoundPitch(%d, %d)\n", activeIndex, pitch);
float frequency;
fprintf(stderr, "PlatChangeSoundPitch(%d, %d)\n", activeIndex, pitch);
if ((pitch < PITCH_MIN) || (pitch >= PITCH_MAX))
return 0;
if (pitch == PITCH_DEFAULTPLAT)
frequency = 0;
else {
SOUNDINDEX gsi = ActiveSounds[activeIndex].soundIndex;
frequency = ToneToFrequency (GameSounds[gsi].dsFrequency,
GameSounds[gameSoundIndex].pitch, pitch);
frequency = (128.0f / ((float)pitch + 127.0));
}
ActiveSounds[activeIndex].pitch = pitch;
// alSourcei (ActiveSounds[activeIndex].ds3DBufferP, AL_PITCH, frequency);
return 1;
}
int PlatSoundHasStopped(int activeIndex)
{
fprintf(stderr, "PlatSoundHasStopped(%d)\n", activeIndex);
ALint val;
return 1;
fprintf(stderr, "PlatSoundHasStopped(%d)\n", activeIndex);
alGetSourceiv (ActiveSounds[activeIndex].ds3DBufferP,
AL_SOURCE_STATE, &val);
if (alGetError () != AL_NO_ERROR)
return SOUND_PLATFORMERROR;
if ((val != AL_PLAYING) && (val != AL_PAUSED))
return 1;
return 0;
}
int PlatDo3dSound(int activeIndex)
{
fprintf(stderr, "PlatDo3dSound(%d)\n", activeIndex);
int distance;
VECTORCH relativePosn;
int newPan, newVolume;
fprintf(stderr, "PlatDo3dSound(%d)\n", activeIndex);
relativePosn.vx = ActiveSounds[activeIndex].threedeedata.position.vx -
Global_VDB_Ptr->VDB_World.vx;
relativePosn.vy = ActiveSounds[activeIndex].threedeedata.position.vy -
Global_VDB_Ptr->VDB_World.vy;
relativePosn.vz = ActiveSounds[activeIndex].threedeedata.position.vz -
Global_VDB_Ptr->VDB_World.vz;
distance = Magnitude (&relativePosn);
if (ActiveSounds[activeIndex].paused) {
if (distance < (ActiveSounds[activeIndex].threedeedata.outer_range + SOUND_DEACTIVATERANGE)) {
PlatStopSound (activeIndex);
if (ActiveSounds[activeIndex].loop)
alSourcei (ActiveSounds[activeIndex].ds3DBufferP, AL_LOOPING, AL_TRUE);
else
alSourcei (ActiveSounds[activeIndex].ds3DBufferP, AL_LOOPING, AL_FALSE);
alSourcePlay (ActiveSounds[activeIndex].ds3DBufferP);
newVolume = 0;
ActiveSounds[activeIndex].paused = 0;
} else {
return 1;
}
}
if (distance < ActiveSounds[activeIndex].threedeedata.inner_range) {
newVolume = ActiveSounds[activeIndex].volume;
} else {
if (distance < ActiveSounds[activeIndex].threedeedata.outer_range) {
float in_to_dis_to_out = ActiveSounds[activeIndex].threedeedata.outer_range - distance;
float in_to_out = ActiveSounds[activeIndex].threedeedata.outer_range - ActiveSounds[activeIndex].threedeedata.inner_range;
if (in_to_out > 0.0) {
newVolume = (int)
((float)ActiveSounds[activeIndex].volume * (in_to_dis_to_out / in_to_out));
} else {
newVolume = 0;
}
} else {
newVolume = 0;
if ((distance < (ActiveSounds[activeIndex].threedeedata.outer_range + SOUND_DEACTIVATERANGE)) &&
ActiveSounds[activeIndex].loop) {
PlatStopSound (activeIndex);
ActiveSounds[activeIndex].paused = 1;
}
}
}
if (newVolume > VOLUME_MAX)
newVolume = VOLUME_MAX;
if (newVolume < VOLUME_MIN)
newVolume = VOLUME_MIN;
if (PlatChangeSoundVolume (activeIndex, newVolume) == SOUND_PLATFORMERROR) {
return SOUND_PLATFORMERROR;
}
if (distance < ActiveSounds[activeIndex].threedeedata.outer_range) {
ActiveSounds[activeIndex].PropSetP_pos[0] =
relativePosn.vx;
ActiveSounds[activeIndex].PropSetP_pos[1] =
relativePosn.vy;
ActiveSounds[activeIndex].PropSetP_pos[2] =
relativePosn.vz;
alSourcefv (ActiveSounds[activeIndex].ds3DBufferP,
AL_POSITION, ActiveSounds[activeIndex].PropSetP_pos);
#if 1
ActiveSounds[activeIndex].PropSetP_vel[0] =
ActiveSounds[activeIndex].threedeedata.velocity.vx;
ActiveSounds[activeIndex].PropSetP_vel[1] =
ActiveSounds[activeIndex].threedeedata.velocity.vy;
ActiveSounds[activeIndex].PropSetP_vel[2] =
ActiveSounds[activeIndex].threedeedata.velocity.vz;
alSourcefv (ActiveSounds[activeIndex].ds3DBufferP,
AL_VELOCITY, ActiveSounds[activeIndex].PropSetP_vel);
#endif
} else {
int angle;
Normalise (&relativePosn);
angle = ArcTan (relativePosn.vx, relativePosn.vz);
if (angle >= Player->ObEuler.EulerY)
angle -= Player->ObEuler.EulerY;
else
angle += (4096 - Player->ObEuler.EulerY);
// LOCALASSERT ((angle>=0)&&(angle<=4095))
if (angle > 1024) {
if (angle < 3072)
angle = (2048-angle);
else
angle = (angle-4096);
}
// LOCALASSERT((angle>=-1024)&&(angle<=1024));
newPan = (PAN_MAXPLAT * angle) >> 10;
if ((distance < ActiveSounds[activeIndex].threedeedata.inner_range) && (newPan != 0)) {
newPan = (newPan * distance) / ActiveSounds[activeIndex].threedeedata.inner_range;
}
if (PlatChangeSoundPan (activeIndex, newPan) == SOUND_PLATFORMERROR) {
return SOUND_PLATFORMERROR;
}
}
return 1;
}
void PlatEndGameSound(SOUNDINDEX index)
{
fprintf(stderr, "PlatEndGameSound(%d)\n", index);
@ -92,28 +380,173 @@ void InitialiseBaseFrequency(SOUNDINDEX soundNum)
int LoadWavFile(int soundNum, char * wavFileName)
{
fprintf(stderr, "LoadWavFile(%d, %s)\n", soundNum, wavFileName);
ALsizei size, freq, bits;
ALenum format;
ALvoid *data;
fprintf(stderr, "LoadWavFile(%d, %s) - sound\n", soundNum, wavFileName);
alutLoadWAV (wavFileName, &data, &format, &size, &bits, &freq);
alGenBuffers (1, &(GameSounds[soundNum].dsBufferP));
alBufferData (GameSounds[soundNum].dsBufferP, format, data, size, freq);
GameSounds[soundNum].loaded = 1;
free (data);
return 0;
}
// In libopenal
extern void *acLoadWAV (void *data, ALuint *size, void **udata,
ALushort *fmt, ALushort *chan, ALushort *freq);
unsigned char *ExtractWavFile(int soundIndex, unsigned char *bufferPtr)
{
ALint len, seclen = 0;
void *udata;
ALushort rfmt, rchan, rfreq, rsize;
fprintf(stderr, "ExtractWavFile(%d, %p)\n", soundIndex, bufferPtr);
{
int slen = strlen (bufferPtr) + 1;
GameSounds[soundIndex].wavName = (char *)AllocateMem (slen);
strcpy (GameSounds[soundIndex].wavName, bufferPtr);
bufferPtr += slen;
fprintf (stderr, "Loaded %s\n", GameSounds[soundIndex].wavName);
}
return 0;
if (acLoadWAV (bufferPtr, (ALuint *) &len, &udata, &rfmt,
&rchan, &rfreq) == NULL) {
fprintf (stderr, "Unable to convert data\n");
return (unsigned char *)0;
}
printf("rfmt = %d, rchan = %d, rfreq = %d, len = %d\n", rfmt, rchan, rfreq, len);
if ((rfmt == AUDIO_U8)) {
if (rchan == 2) {
rfmt = AL_FORMAT_STEREO8;
seclen = len / (rfreq * 1 * 2);
} else if (rchan == 1) {
rfmt = AL_FORMAT_MONO8;
seclen = len / rfreq;
}
} else if ((rfmt == AUDIO_S16LSB) || (rfmt == AUDIO_S16MSB)) {
if (rchan == 2) {
rfmt = AL_FORMAT_STEREO16;
seclen = len / (rfreq * 2 * 2);
} else if (rchan == 1) {
rfmt = AL_FORMAT_MONO16;
seclen = len / (rfreq * 2);
}
} else
return (unsigned char *)0;
rsize = len;
alGenBuffers (1, &(GameSounds[soundIndex].dsBufferP));
alBufferData (GameSounds[soundIndex].dsBufferP,
rfmt, udata, rsize, rfreq);
{
ALint t, val;
alGenSources(1, &t);
alSourcei(t, AL_BUFFER, GameSounds[soundIndex].dsBufferP);
alSourcePlay(t);
do {
sleep(1);
alGetSourceiv(t, AL_SOURCE_STATE, &val);
} while (val == AL_PLAYING);
}
GameSounds[soundIndex].loaded = 1;
GameSounds[soundIndex].flags = SAMPLE_IN_HW;
GameSounds[soundIndex].length = (seclen != 0) ? seclen : 1;
GameSounds[soundIndex].dsFrequency = rfreq;
GameSounds[soundIndex].pitch = PITCH_DEFAULTPLAT;
free (udata);
return (bufferPtr + rsize);
}
int LoadWavFromFastFile(int soundNum, char * wavFileName)
{
fprintf(stderr, "LoadWavFromFastFile(%d, %s)\n", soundNum, wavFileName);
FFILE *fp;
unsigned char *buf;
unsigned int len = 0;
return 0;
fprintf(stderr, "LoadWavFromFastFile(%d, %s)\n", soundNum, wavFileName);
if ((fp = ffopen (wavFileName, "rb")) != NULL) {
ffseek (fp, 0, SEEK_END);
len = fftell (fp);
ffseek (fp, 0, SEEK_SET);
buf = (unsigned char *) malloc (len + strlen (wavFileName) + 1);
strcpy (buf, wavFileName);
ffread (&buf[strlen(wavFileName)+1], len, 1, fp);
ffclose (fp);
len = (int)ExtractWavFile (soundNum, buf);
free (buf);
}
return len;
}
void PlatUpdatePlayer()
{
ALfloat vel[3], or[6], pos[3];
fprintf(stderr, "PlatUpdatePlayer()\n");
if (Global_VDB_Ptr) {
extern int NormalFrameTime;
extern int DopplerShiftIsOn;
if (AvP.PlayerType != I_Alien) {
or[0] = (float) ((Global_VDB_Ptr->VDB_Mat.mat13) / 65536.0F);
or[1] = 0.0;
or[2] = (float) ((Global_VDB_Ptr->VDB_Mat.mat33) / 65536.0F);
or[3] = 0.0;
or[4] = 1.0;
or[5] = 0.0;
} else {
or[0] = (float) ((Global_VDB_Ptr->VDB_Mat.mat13) / 65536.0F);
or[1] = (float) ((Global_VDB_Ptr->VDB_Mat.mat23) / 65536.0F);
or[2] = (float) ((Global_VDB_Ptr->VDB_Mat.mat33) / 65536.0F);
or[3] = (float) ((Global_VDB_Ptr->VDB_Mat.mat12) / 65536.0F);
or[4] = (float) ((Global_VDB_Ptr->VDB_Mat.mat22) / 65536.0F);
or[5] = (float) ((Global_VDB_Ptr->VDB_Mat.mat32) / 65536.0F);
}
if (AvP.PlayerType == I_Alien && DopplerShiftIsOn && NormalFrameTime) {
DYNAMICSBLOCK *dynPtr = Player->ObStrategyBlock->DynPtr;
float invFrameTime = 100000.0f/(float)NormalFrameTime;
vel[0] = (float)(dynPtr->Position.vx - dynPtr->PrevPosition.vx) * invFrameTime;
vel[1] = (float)(dynPtr->Position.vy - dynPtr->PrevPosition.vy) * invFrameTime;
vel[2] = (float)(dynPtr->Position.vz - dynPtr->PrevPosition.vz) * invFrameTime;
} else {
vel[0] = 0.0;
vel[1] = 0.0;
vel[2] = 0.0;
}
#if 1
{
pos[0] = Global_VDB_Ptr->VDB_World.vx;
pos[1] = Global_VDB_Ptr->VDB_World.vy;
pos[2] = Global_VDB_Ptr->VDB_World.vz;
}
#endif
}
// fixme: add reverb check
alListenerfv (AL_ORIENTATION, or);
alListenerfv (AL_VELOCITY, vel);
alListenerfv (AL_POSITION, pos);
}
void PlatSetEnviroment(unsigned int env_index, float reverb_mix)
@ -125,3 +558,8 @@ void UpdateSoundFrequencies()
{
fprintf(stderr, "UpdateSoundFreqncies()\n");
}
int PlatChangeSoundPan (int activeIndex, int pan)
{
return 1;
}