World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
136 void PlaySound(
SoundID eSoundID,
int pid,
unsigned int uNumRepeats,
int x,
int y,
int a7);
162 void FromFile(
void *data_mm6,
void *data_mm7,
void *data_mm8);
bool FindSound(const std::string &pName, struct AudioPlayer::SoundHeader *header)
void SetMasterVolume(int level)
void SetMusicVolume(int music_level)
void PlaySound(SoundID eSoundID, int pid, unsigned int uNumRepeats, int x, int y, int a7)
void MusicPlayTrack(enum MusicID eTrack)
@ SOUND_swing_with_sword02
std::array< float, 10 > pSoundVolumeLevels
void StopAll(int sample_id)
PMemBuffer LoadSound(const std::string &pSoundName)
EGLSurface EGLint EGLint y
@ SOUND_swing_with_sword01
@ SOUND_ClickMovingSelector
@ SOUND_swing_with_blunt_weapon01
void PlaySpellSound(unsigned int spell, unsigned int pid)
@ SOUND_metal_vs_metal03h
@ SOUND_SelectingANewCharacter
void StopChannels(int uStartChannel, int uEndChannel)
struct AudioPlayer::SoundHeader SoundHeader
@ SOUND_94dayofprotection03
PAudioTrack pCurrentMusicTrack
AudioPlayer * pAudioPlayer
GLsizei const GLchar *const * string
@ SOUND_StartMainChoice02
@ SOUND_swing_with_blunt_weapon03
std::shared_ptr< IMemBuffer > PMemBuffer
void FromFile(void *data_mm6, void *data_mm7, void *data_mm8)
std::map< String, SoundHeader > mSoundHeaders