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https://github.com/ioquake/jedi-academy.git
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87 lines
3.4 KiB
C
87 lines
3.4 KiB
C
// Filename:- cl_mp3.h
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//
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// (Interface to the rest of the game for the MP3 functions)
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//
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#ifndef CL_MP3_H
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#define CL_MP3_H
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#ifndef sfx_t
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#include "snd_local.h"
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#endif
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typedef struct id3v1_1 {
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char id[3];
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char title[30]; // <file basename>
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char artist[30]; // "Raven Software"
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char album[30]; // "#UNCOMP %d" // needed
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char year[4]; // "2000"
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char comment[28]; // "#MAXVOL %g" // needed
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char zero;
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char track;
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char genre;
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} id3v1_1; // 128 bytes in size
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extern const char sKEY_MAXVOL[];
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extern const char sKEY_UNCOMP[];
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// (so far, all these functions are only called from one place in snd_mem.cpp)
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//
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// (filenames are used purely for error reporting, all files should already be loaded before you get here)
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//
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void MP3_InitCvars ( void );
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sboolean MP3_IsValid ( const char *psLocalFilename, void *pvData, int iDataLen, sboolean bStereoDesired = qfalse );
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int MP3_GetUnpackedSize ( const char *psLocalFilename, void *pvData, int iDataLen, sboolean qbIgnoreID3Tag = qfalse, sboolean bStereoDesired = qfalse );
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sboolean MP3_UnpackRawPCM ( const char *psLocalFilename, void *pvData, int iDataLen, byte *pbUnpackBuffer, sboolean bStereoDesired = qfalse );
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sboolean MP3Stream_InitPlayingTimeFields( LP_MP3STREAM lpMP3Stream, const char *psLocalFilename, void *pvData, int iDataLen, sboolean bStereoDesired = qfalse);
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float MP3Stream_GetPlayingTimeInSeconds( LP_MP3STREAM lpMP3Stream );
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float MP3Stream_GetRemainingTimeInSeconds( LP_MP3STREAM lpMP3Stream );
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sboolean MP3_FakeUpWAVInfo ( const char *psLocalFilename, void *pvData, int iDataLen, int iUnpackedDataLength, int &format, int &rate, int &width, int &channels, int &samples, int &dataofs, sboolean bStereoDesired = qfalse );
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sboolean MP3_ReadSpecialTagInfo ( byte *pbLoadedFile, int iLoadedFileLen,
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id3v1_1** ppTAG = NULL, int *piUncompressedSize = NULL, float *pfMaxVol = NULL);
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sboolean MP3Stream_InitFromFile ( sfx_t* sfx, byte *pbSrcData, int iSrcDatalen, const char *psSrcDataFilename, int iMP3UnPackedSize, sboolean bStereoDesired = qfalse );
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int MP3Stream_Decode ( LP_MP3STREAM lpMP3Stream, sboolean bDoingMusic );
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sboolean MP3Stream_SeekTo ( channel_t *ch, float fTimeToSeekTo );
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sboolean MP3Stream_Rewind ( channel_t *ch );
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sboolean MP3Stream_GetSamples ( channel_t *ch, int startingSampleNum, int count, short *buf, sboolean bStereo );
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///////////////////////////////////////
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//
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// the real worker code deep down in the MP3 C code... (now externalised here so the music streamer can access one)
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//
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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char* C_MP3_IsValid (void *pvData, int iDataLen, int bStereoDesired);
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char* C_MP3_GetUnpackedSize (void *pvData, int iDataLen, int *piUnpackedSize, int bStereoDesired);
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char* C_MP3_UnpackRawPCM (void *pvData, int iDataLen, int *piUnpackedSize, void *pbUnpackBuffer, int bStereoDesired);
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char* C_MP3_GetHeaderData (void *pvData, int iDataLen, int *piRate, int *piWidth, int *piChannels, int bStereoDesired);
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char* C_MP3Stream_DecodeInit (LP_MP3STREAM pSFX_MP3Stream, void *pvSourceData, int iSourceBytesRemaining,
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int iGameAudioSampleRate, int iGameAudioSampleBits, int bStereoDesired);
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unsigned int C_MP3Stream_Decode( LP_MP3STREAM pSFX_MP3Stream, int bFastForwarding );
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char* C_MP3Stream_Rewind (LP_MP3STREAM pSFX_MP3Stream);
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#ifdef __cplusplus
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}
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#endif
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//
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///////////////////////////////////////
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#endif // #ifndef CL_MP3_H
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///////////////// eof /////////////////////
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