/*============================================================================= Name : SoundEventStop.c Purpose : Sound Event Stop functions Created 5/8/98 by salfreds Copyright Relic Entertainment, Inc. All rights reserved. =============================================================================*/ #include "SoundEventPrivate.h" /*----------------------------------------------------------------------------- Name : soundEventStopSound Description : Inputs : soundhandle - handle of the sound to stop numblocks - number of DCT blocks to fade over Outputs : Return : SOUND_OK if successful, error ( < 0) if fails ----------------------------------------------------------------------------*/ sdword soundEventStopSound(sdword soundhandle, sdword numblocks) { if (!enableSFX) { return (SOUND_OK); } if (numblocks < SOUND_OK) return (soundstop(soundhandle, SOUND_FADE_STOPNOW)); return (soundstop(soundhandle, SOUND_FADE_STOPTIME)); } /*----------------------------------------------------------------------------- Name : soundEventBustStop Description : Inputs : ship - the ship that is firing gun - the gun that is firing Outputs : Return : ----------------------------------------------------------------------------*/ void soundEventBurstStop(Ship *ship, Gun *gun) { if (!enableSFX) { return; } if (ship->soundevent.burstfiring) { ship->soundevent.burstfiring = FALSE; if (ship->soundevent.burstHandle > SOUND_NOTINITED) { if (ship->staticinfo->shiptype == DefenseFighter) { soundstop(ship->soundevent.burstHandle, SOUND_FADE_STOPNOW); } else { soundstop(ship->soundevent.burstHandle, SOUND_FADE_STOPTIME); } ship->soundevent.burstHandle = SOUND_NOTINITED; } } }