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https://github.com/id-Software/DOOM-3-BFG.git
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114 lines
3.6 KiB
C
114 lines
3.6 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __I_SOUND__
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#define __I_SOUND__
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#include "doomdef.h"
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// UNIX hack, to be removed.
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#ifdef SNDSERV
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#include <stdio.h>
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extern FILE* sndserver;
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extern char* sndserver_filename;
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#endif
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#include "doomstat.h"
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#include "sounds.h"
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// Init at program start...
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void I_InitSound();
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void I_InitSoundHardware( int numOutputChannels_, int channelMask );
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// ... update sound buffer and audio device at runtime...
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void I_UpdateSound(void);
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void I_SubmitSound(void);
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// ... shut down and relase at program termination.
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void I_ShutdownSound(void);
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void I_ShutdownSoundHardware();
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//
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// SFX I/O
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//
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// Initialize channels?
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void I_SetChannels();
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// Get raw data lump index for sound descriptor.
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int I_GetSfxLumpNum (sfxinfo_t* sfxinfo );
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// Starts a sound in a particular sound channel.
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int I_StartSound( int id, mobj_t *origin, mobj_t *listener_origin, int vol, int pitch, int priority );
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// Stops a sound channel.
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void I_StopSound(int handle, int player = -1);
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// Called by S_*() functions
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// 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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// Updates the volume, separation,
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// and pitch of a sound channel.
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void I_UpdateSoundParams( int handle, int vol, int sep, int pitch );
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void I_SetSfxVolume( int );
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//
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// MUSIC I/O
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//
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void I_InitMusic(void);
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void I_ShutdownMusic(void);
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// Volume.
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void I_SetMusicVolume(int volume);
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// PAUSE game handling.
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void I_PauseSong(int handle);
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void I_ResumeSong(int handle);
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// Registers a song handle to song data.
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int I_RegisterSong(void *data, int length);
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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 I_PlaySong( const char *songname, 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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// See above (register), then think backwards
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void I_UnRegisterSong(int handle);
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// Update Music (XMP), check for notifications
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void I_UpdateMusic(void);
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int Mus2Midi(unsigned char* bytes, unsigned char* out, int* len);
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#endif
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