Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SND_ENV_FX_H
#define SND_ENV_FX_H
#if defined( _WIN32 )
#pragma once
#endif
//=====================================================================
// FX presets
//=====================================================================
#define SXROOM_OFF 0
#define SXROOM_GENERIC 1 // general, low reflective, diffuse room
#define SXROOM_METALIC_S 2 // highly reflective, parallel surfaces
#define SXROOM_METALIC_M 3
#define SXROOM_METALIC_L 4
#define SXROOM_TUNNEL_S 5 // resonant reflective, long surfaces
#define SXROOM_TUNNEL_M 6
#define SXROOM_TUNNEL_L 7
#define SXROOM_CHAMBER_S 8 // diffuse, moderately reflective surfaces
#define SXROOM_CHAMBER_M 9
#define SXROOM_CHAMBER_L 10
#define SXROOM_BRITE_S 11 // diffuse, highly reflective
#define SXROOM_BRITE_M 12
#define SXROOM_BRITE_L 13
#define SXROOM_WATER1 14 // underwater fx
#define SXROOM_WATER2 15
#define SXROOM_WATER3 16
#define SXROOM_CONCRETE_S 17 // bare, reflective, parallel surfaces
#define SXROOM_CONCRETE_M 18
#define SXROOM_CONCRETE_L 19
#define SXROOM_OUTSIDE1 20 // echoing, moderately reflective
#define SXROOM_OUTSIDE2 21 // echoing, dull
#define SXROOM_OUTSIDE3 22 // echoing, very dull
#define SXROOM_CAVERN_S 23 // large, echoing area
#define SXROOM_CAVERN_M 24
#define SXROOM_CAVERN_L 25
#define SXROOM_WEIRDO1 26
#define SXROOM_WEIRDO2 27
#define SXROOM_WEIRDO3 28
#define CSXROOM 29
#endif // SND_ENV_FX_H