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| author | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
| commit | f40d09cb8f712e87691af4912f3630d92d692779 (patch) | |
| tree | 7ac3a4168ff722689372fd489c6f94d0a2546e8f /game/client/sound/sound.hh | |
| parent | 8bcbd2729388edc63c82d77d314b583af1447c49 (diff) | |
| download | voxelius-f40d09cb8f712e87691af4912f3630d92d692779.tar.bz2 voxelius-f40d09cb8f712e87691af4912f3630d92d692779.zip | |
Shuffle stuff around
- Use the new and improved hierarchy I figured out when making Prospero chat
- Re-add NSIS scripts, again from Prospero
- Update most build and utility scripts with their most recent versions
Diffstat (limited to 'game/client/sound/sound.hh')
| -rw-r--r-- | game/client/sound/sound.hh | 43 |
1 files changed, 0 insertions, 43 deletions
diff --git a/game/client/sound/sound.hh b/game/client/sound/sound.hh deleted file mode 100644 index c794845..0000000 --- a/game/client/sound/sound.hh +++ /dev/null @@ -1,43 +0,0 @@ -#pragma once
-
-#include "core/resource/resource.hh"
-
-namespace config
-{
-class Float;
-} // namespace config
-
-struct SoundEffect;
-
-namespace sound
-{
-extern config::Float volume_master;
-extern config::Float volume_effects;
-extern config::Float volume_music;
-extern config::Float volume_ui;
-} // namespace sound
-
-namespace sound
-{
-void init_config(void);
-void init(void);
-void init_late(void);
-void shutdown(void);
-void update(void);
-} // namespace sound
-
-namespace sound
-{
-void play_generic(std::string_view sound, bool looping, float pitch);
-void play_entity(entt::entity entity, std::string_view sound, bool looping, float pitch);
-void play_player(std::string_view sound, bool looping, float pitch);
-void play_ui(std::string_view sound, bool looping, float pitch);
-} // namespace sound
-
-namespace sound
-{
-void play_generic(resource_ptr<SoundEffect> sound, bool looping, float pitch);
-void play_entity(entt::entity entity, resource_ptr<SoundEffect> sound, bool looping, float pitch);
-void play_player(resource_ptr<SoundEffect> sound, bool looping, float pitch);
-void play_ui(resource_ptr<SoundEffect> sound, bool looping, float pitch);
-} // namespace sound
|
