/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . 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. 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. =========================================================================== */ #ifndef __I_SOUND__ #define __I_SOUND__ #include "doomdef.h" // UNIX hack, to be removed. #ifdef SNDSERV #include extern FILE* sndserver; extern char* sndserver_filename; #endif #include "doomstat.h" #include "sounds.h" // Init at program start... void I_InitSound(); void I_InitSoundHardware( int numOutputChannels_, int channelMask ); // ... update sound buffer and audio device at runtime... void I_UpdateSound(void); void I_SubmitSound(void); // ... shut down and relase at program termination. void I_ShutdownSound(void); void I_ShutdownSoundHardware(); // // SFX I/O // // Initialize channels? void I_SetChannels(); // Get raw data lump index for sound descriptor. int I_GetSfxLumpNum (sfxinfo_t* sfxinfo ); // Starts a sound in a particular sound channel. int I_StartSound( int id, mobj_t *origin, mobj_t *listener_origin, int vol, int pitch, int priority ); // Stops a sound channel. void I_StopSound(int handle, int player = -1); // Called by S_*() functions // to see if a channel is still playing. // Returns 0 if no longer playing, 1 if playing. int I_SoundIsPlaying(int handle); // Updates the volume, separation, // and pitch of a sound channel. void I_UpdateSoundParams( int handle, int vol, int sep, int pitch ); void I_SetSfxVolume( int ); // // MUSIC I/O // void I_InitMusic(void); void I_ShutdownMusic(void); // Volume. void I_SetMusicVolume(int volume); // PAUSE game handling. void I_PauseSong(int handle); void I_ResumeSong(int handle); // Registers a song handle to song data. int I_RegisterSong(void *data, int length); // Called by anything that wishes to start music. // plays a song, and when the song is done, // starts playing it again in an endless loop. // Horrible thing to do, considering. void I_PlaySong( const char *songname, int looping ); // Stops a song over 3 seconds. void I_StopSong(int handle); // See above (register), then think backwards void I_UnRegisterSong(int handle); // Update Music (XMP), check for notifications void I_UpdateMusic(void); int Mus2Midi(unsigned char* bytes, unsigned char* out, int* len); #endif