313 lines
5.4 KiB
C
313 lines
5.4 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id: soundst.h,v 1.3 1997/01/29 22:40:45 b1 Exp $
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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//
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// $Log: soundst.h,v $
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// Revision 1.3 1997/01/29 22:40:45 b1
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// Reformatting, S (sound) module files.
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//
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// Revision 1.2 1997/01/21 19:00:07 b1
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// First formatting run:
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// using Emacs cc-mode.el indentation for C++ now.
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//
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// Revision 1.1 1997/01/19 17:22:50 b1
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// Initial check in DOOM sources as of Jan. 10th, 1997
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//
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//
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// DESCRIPTION:
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// Sound (utility) related. Hang on.
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// See gensounds.h and gensounds.c for what soundst.h is made of.
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//
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//-----------------------------------------------------------------------------
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#ifndef __SOUNDSTH__
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#define __SOUNDSTH__
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#define S_MAX_VOLUME 127
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// when to clip out sounds
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// Doesn't fit the large outdoor areas.
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#define S_CLIPPING_DIST (1200*0x10000)
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// when sounds should be max'd out
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#define S_CLOSE_DIST (200*0x10000)
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#define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS)
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#define NORM_PITCH 128
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#define NORM_PRIORITY 64
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#define NORM_VOLUME snd_MaxVolume
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#define S_PITCH_PERTURB 1
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#define NORM_SEP 128
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#define S_STEREO_SWING (96*0x10000)
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// % attenuation from front to back
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#define S_IFRACVOL 30
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#define NA 0
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#define S_NUMCHANNELS 2
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//
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// MusicInfo struct.
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//
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typedef struct
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{
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// up to 6-character name
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char* name;
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// lump number of music
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int lumpnum;
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// music data
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void* data;
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// music handle once registered
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int handle;
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} musicinfo_t;
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//
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// SoundFX struct.
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//
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typedef struct sfxinfo_struct sfxinfo_t;
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struct sfxinfo_struct
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{
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// up to 6-character name
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char* name;
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// Sfx singularity (only one at a time)
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int singularity;
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// Sfx priority
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int priority;
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// referenced sound if a link
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sfxinfo_t* link;
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// pitch if a link
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int pitch;
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// volume if a link
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int volume;
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// sound data
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void* data;
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// this is checked every second to see if sound
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// can be thrown out (if 0, then decrement, if -1,
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// then throw out, if > 0, then it's in use)
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int usefulness;
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// lump number of sfx
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int lumpnum;
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};
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typedef struct
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{
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// sound information (if null, channel avail.)
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sfxinfo_t* sfxinfo;
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// origin of sound
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void* origin;
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// handle of the sound being played
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int handle;
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} channel_t;
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enum
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{
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Music,
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Sfx,
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SfxLink
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};
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enum
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{
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PC=1,
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Adlib=2,
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SB=4,
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Midi=8
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}; // cards available
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enum
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{
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sfxThrowOut=-1,
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sfxNotUsed=0
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};
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//
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// Initialize the sound code at start of level
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//
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void S_Start(void);
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//
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// Start sound for thing at <origin>
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// using <sound_id> from sounds.h
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//
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extern void
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S_StartSound
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( void* origin,
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int sound_id );
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// Will start a sound at a given volume.
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extern void
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S_StartSoundAtVolume
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( void* origin,
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int sound_id,
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int volume );
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// Stop sound for thing at <origin>
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extern void S_StopSound(void* origin);
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// Start music using <music_id> from sounds.h
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extern void S_StartMusic(int music_id);
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// Start music using <music_id> from sounds.h,
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// and set whether looping
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extern void
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S_ChangeMusic
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( int music_id,
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int looping );
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// Stops the music
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extern void S_StopMusic(void);
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void S_PauseSound(void);
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void S_ResumeSound(void);
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//
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// Updates music & sounds
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//
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extern void S_UpdateSounds(void* listener);
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void S_SetMusicVolume(int volume);
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void S_SetSfxVolume(int volume);
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//
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// Initializes sound stuff, including volume
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//
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void
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S_Init
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( int ,
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int );
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//
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// SOUND IO
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//
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#define FREQ_LOW 0x40
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#define FREQ_NORM 0x80
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#define FREQ_HIGH 0xff
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void I_SetMusicVolume(int volume);
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void I_SetSfxVolume(int volume);
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//
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// MUSIC I/O
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//
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void I_PauseSong(int handle);
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void I_ResumeSong(int handle);
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//
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// Called by anything that wishes to start music.
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// plays a song, and when the song is done,
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// starts playing it again in an endless loop.
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// Horrible thing to do, considering.
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void
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I_PlaySong
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( int handle,
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int looping );
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// stops a song over 3 seconds.
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void I_StopSong(int handle);
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// registers a song handle to song data
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int I_RegisterSong(void *data);
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// see above then think backwards
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void I_UnRegisterSong(int handle);
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// is the song playing?
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int I_QrySongPlaying(int handle);
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//
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// SFX I/O
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//
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void I_SetChannels(int channels);
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int I_GetSfxLumpNum (sfxinfo_t*);
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// Starts a sound in a particular sound channel.
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int
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I_StartSound
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( int id,
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void* data,
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int vol,
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int sep,
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int pitch,
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int priority );
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// Updates the volume, separation,
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// and pitch of a sound channel.
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void
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I_UpdateSoundParams
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( int handle,
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int vol,
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int sep,
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int pitch );
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// Stops a sound channel.
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void I_StopSound(int handle);
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// Called by S_*()'s to see if a channel is still playing.
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// Returns 0 if no longer playing, 1 if playing.
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int I_SoundIsPlaying(int handle);
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// the complete set of sound effects
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extern sfxinfo_t S_sfx[];
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// the complete set of music
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extern musicinfo_t S_music[];
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#endif
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