group2 0.1.0
CSE 125 Group 2
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SfxTypes.hpp File Reference

Sound effect identifiers, categories, and the SoundClip data type. More...

#include <SDL3/SDL_audio.h>
#include <cstddef>
#include <cstdint>
#include <optional>
#include <string_view>
#include <vector>
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Classes

struct  SoundClip
 A decoded sound clip ready for playback. More...

Enumerations

enum class  SfxId : uint8_t {
  RifleFire , RocketFire , RailGunFire , EnergyGunFire ,
  FleshHit , Headshot , Explosion , DamageTaken ,
  ArmorBreak , Death , Respawn , KillConfirm ,
  ChargeRifleLoad , ChargeRifleShoot , EnergyBeamLoop , Healing ,
  ShieldRecharge , FootstepLight , FootstepHeavy , ConcreteFootstep01 ,
  ConcreteFootstep02 , ConcreteFootstep03 , ConcreteFootstep04 , ConcreteFootstep05 ,
  ConcreteFootstep06 , ConcreteFootstep07 , ConcreteFootstep08 , ConcreteFootstep09 ,
  ConcreteFootstep10 , ConcreteFootstep11 , ConcreteFootstep12 , ConcreteFootstep13 ,
  ConcreteFootstep14 , ConcreteFootstep15 , ConcreteFootstep16 , ConcreteFootstep17 ,
  DirtFootstep01 , DirtFootstep02 , DirtFootstep03 , DirtFootstep04 ,
  DirtFootstep05 , DirtFootstep06 , DirtFootstep07 , DirtFootstep08 ,
  DirtFootstep09 , DirtFootstep10 , DirtFootstep11 , DirtFootstep12 ,
  DirtFootstep13 , DirtFootstep14 , Slide , DashSfx ,
  GravityFlipSfx , GrappleSfx , RecallSfx , GrenadeThrow ,
  VoiceStart , VoiceStop , _Count
}
 Identifies a loaded sound clip. More...
enum class  SfxCategory : uint8_t {
  Weapons , Impacts , Player , Footsteps ,
  Voice , UI , _Count
}
 Sound category for per-category volume control. More...

Functions

const char * sfxIdName (SfxId id) noexcept
std::optional< SfxIdsfxIdFromName (std::string_view name) noexcept
const char * sfxCategoryName (SfxCategory category) noexcept

Detailed Description

Sound effect identifiers, categories, and the SoundClip data type.

Enumeration Type Documentation

◆ SfxCategory

enum class SfxCategory : uint8_t
strong

Sound category for per-category volume control.

Enumerator
Weapons 
Impacts 
Player 
Footsteps 
Voice 
UI 
_Count 

◆ SfxId

enum class SfxId : uint8_t
strong

Identifies a loaded sound clip.

Enumerator
RifleFire 

Voicy_Charge Rifle SFX.mp3.

RocketFire 

Voicy_Minecraft TNT Explosion.mp3.

RailGunFire 

Voicy_Charge Rifle SFX.mp3.

EnergyGunFire 

Voicy_Charge Rifle SFX.mp3.

FleshHit 

Voicy_Flesh Bullet Impact SFX.mp3.

Headshot 

Voicy_Headshot Rapid SFX.mp3.

Explosion 

Voicy_Minecraft TNT Explosion.mp3.

DamageTaken 

Voicy_roblox ooof.mp3.

ArmorBreak 

Voicy_Fortnite Shield Break.mp3.

Death 

Voicy_Minecraft Death Sound.mp3.

Respawn 

Voicy_totem of undying sfx .mp3.

KillConfirm 

Voicy_Pilot Killed Indicator SFX.mp3.

ChargeRifleLoad 

charge-rifle-load.wav (play once when charge starts)

ChargeRifleShoot 

charge-rifle-shoot.wav (play on release)

EnergyBeamLoop 

Voicy_Thunderstruck into.mp3 (play while beam active).

Healing 

Voicy_Syringe SFX .mp3.

ShieldRecharge 

Voicy_Halo Shield Recharge.mp3.

FootstepLight 
FootstepHeavy 
ConcreteFootstep01 
ConcreteFootstep02 
ConcreteFootstep03 
ConcreteFootstep04 
ConcreteFootstep05 
ConcreteFootstep06 
ConcreteFootstep07 
ConcreteFootstep08 
ConcreteFootstep09 
ConcreteFootstep10 
ConcreteFootstep11 
ConcreteFootstep12 
ConcreteFootstep13 
ConcreteFootstep14 
ConcreteFootstep15 
ConcreteFootstep16 
ConcreteFootstep17 
DirtFootstep01 
DirtFootstep02 
DirtFootstep03 
DirtFootstep04 
DirtFootstep05 
DirtFootstep06 
DirtFootstep07 
DirtFootstep08 
DirtFootstep09 
DirtFootstep10 
DirtFootstep11 
DirtFootstep12 
DirtFootstep13 
DirtFootstep14 
Slide 

sliding.mp3 — looped while in Slide mode.

DashSfx 

Synth: dash whoosh.

GravityFlipSfx 

Synth: gravity flip warble.

GrappleSfx 

Synth: grapple twang/launch.

RecallSfx 

Synth: recall rewind.

GrenadeThrow 
VoiceStart 
VoiceStop 
_Count 

Function Documentation

◆ sfxCategoryName()

const char * sfxCategoryName ( SfxCategory category)
inlinenoexcept

◆ sfxIdFromName()

std::optional< SfxId > sfxIdFromName ( std::string_view name)
inlinenoexcept
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◆ sfxIdName()

const char * sfxIdName ( SfxId id)
inlinenoexcept
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