soundlib terminology update - sound_triggers

Switch to using the term "sound triggers" for things that
result in a call to one of the soundlib routines.

SNDCAP_* renamed to SOUND_TRIGGER_*
sndcap field in the sound_procs struct changed to sound_triggers
This commit is contained in:
nhmall
2023-01-27 22:21:53 -05:00
parent 8560e61c96
commit 90895330c5
6 changed files with 103 additions and 204 deletions

View File

@@ -30,13 +30,13 @@ static int affiliate(int32_t seid, const char *soundname);
/*
* Sound capabilities that can be enabled:
* SNDCAP_USERSOUNDS | SNDCAP_HEROMUSIC
* | SNDCAP_ACHIEVEMENTS |SNDCAP_SOUNDEFFECTS,
* SOUND_TRIGGER_USERSOUNDS | SOUND_TRIGGER_HEROMUSIC
* | SOUND_TRIGGER_ACHIEVEMENTS | SOUND_TRIGGER_SOUNDEFFECTS,
*/
struct sound_procs macsound_procs = {
SOUNDID(macsound),
SNDCAP_HEROMUSIC | SNDCAP_SOUNDEFFECTS,
SOUND_TRIGGER_HEROMUSIC | SOUND_TRIGGER_SOUNDEFFECTS,
macsound_init_nhsound,
macsound_exit_nhsound,
macsound_achievement,
@@ -45,56 +45,6 @@ struct sound_procs macsound_procs = {
macsound_play_usersound,
};
/*
*
* Types of potential sound supports (all are optionally implemented):
*
* SNDCAP_USERSOUNDS User-specified sounds that play based on config
* file entries that identify a regular expression
* to match against message window text, and identify
* an external sound file to load in response.
* The sound interface function pointer used to invoke
* it:
*
* void (*sound_play_usersound)(char *filename,
* int32_t volume, int32_t idx);
*
* SNDCAP_HEROMUSIC Invoked by the core when the in-game hero is
* playing a tune on an instrument. The sound
* interface function pointer used to invoke it:
*
* void (*sound_hero_playnotes)(int32_t instrument,
* char *str, int32_t volume);
*
* SNDCAP_ACHIEVEMENTS Invoked by the core when an in-game achievement
* is reached. The soundlib routines could play
* appropriate theme or mood music in response.
* There would need to be a way to map the
* achievements to external user-specified sounds.
* The sound interface function pointer used to
* invoke it:
*
* void (*sound_achievement)(schar, schar,
* int32_t);
*
* SNDCAP_SOUNDEFFECTS Invoked by the core when something
* sound-producing happens in the game. The soundlib
* routines could play an appropriate sound effect
* in response. They can be public-domain or
* suitably-licensed stock sounds included with the
* game source and made available during the build
* process, or (not-yet-implemented) a way to
* tie particular sound effects to a user-specified
* sound macsounds in a config file. The sound
* interface function pointer used to invoke it:
*
* void (*sound_soundeffect)(char *desc, int32_t,
* int32_t volume);
*
* The routines below would call into your sound library.
* to fulfill the functionality.
*/
static void
macsound_init_nhsound(void)
{
@@ -108,7 +58,7 @@ macsound_exit_nhsound(const char *reason UNUSED)
}
/* fulfill SNDCAP_ACHIEVEMENTS */
/* fulfill SOUND_TRIGGER_ACHIEVEMENTS */
static void
macsound_achievement(schar ach1 UNUSED, schar ach2 UNUSED, int32_t repeat UNUSED)
{
@@ -123,7 +73,7 @@ static int32_t affiliation[number_of_se_entries + EXTRA_SOUNDS] = { 0 };
static NSString *soundstring[number_of_se_entries + EXTRA_SOUNDS];
static NSSound *seSound[number_of_se_entries + EXTRA_SOUNDS];
/* fulfill SNDCAP_SOUNDEFFECTS */
/* fulfill SOUND_TRIGGER_SOUNDEFFECTS */
static void
macsound_soundeffect(char *desc UNUSED, int32_t seid, int volume UNUSED)
{
@@ -158,7 +108,7 @@ macsound_soundeffect(char *desc UNUSED, int32_t seid, int volume UNUSED)
#define WAVEMUSIC_SOUNDS
/* fulfill SNDCAP_HEROMUSIC */
/* fulfill SOUND_TRIGGER_HEROMUSIC */
static void macsound_hero_playnotes(int32_t instrument,
const char *str, int32_t vol UNUSED)
{
@@ -260,7 +210,7 @@ static void macsound_hero_playnotes(int32_t instrument,
#endif
}
/* fulfill SNDCAP_USERSOUNDS */
/* fulfill SOUND_TRIGGER_USERSOUNDS */
static void
macsound_play_usersound(char *filename UNUSED, int volume UNUSED, int idx UNUSED)
{

View File

@@ -25,7 +25,8 @@ static void windsound_play_usersound(char *, int32_t, int32_t);
struct sound_procs windsound_procs = {
SOUNDID(windsound),
SNDCAP_USERSOUNDS | SNDCAP_SOUNDEFFECTS | SNDCAP_HEROMUSIC,
SOUND_TRIGGER_USERSOUNDS | SOUND_TRIGGER_SOUNDEFFECTS
| SOUND_TRIGGER_HEROMUSIC,
windsound_init_nhsound,
windsound_exit_nhsound,
windsound_achievement,