#ifndef __I_HEADER_H__ #define __I_HEADER_H__ #include "DoomDef.h" //-------- //SOUND IO //-------- #define FREQ_LOW 0x40 #define FREQ_NORM 0x80 #define FREQ_HIGH 0xff void I_SetMasterVolume(int volume); void I_TurnOffSfx(void); void I_TurnOnSfx(void); void I_TurnOffMusic(void); void I_TurnOnMusic(void); // MUSIC I/O // int I_RegisterSong(void *songdata); // called by anything that wants to register a song lump with the sound lib // calls Paul's function of the similar name to register music only. // note that the song data is the same for any sound card and is paul's // MUS format. Returns a handle which will be passed to all other music // functions. void I_UnregisterSong(int handle); // called by anything which is finished with a song and no longer needs // the sound library to be aware of it. All songs should be stopped // before calling this, but it will double check and stop it if necessary. void I_LoopSong(int handle); // 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. the start is faded in over three seconds. void I_FadeOutSong(int handle, int fotime); // called by anything that wishes to stop music. // fades out the song over milliseconds. void I_StopSong(int handle); // called by anything that wishes to stop music. // stops a song abruptly. // SFX I/O // void *I_GetSoundEffect (char *soundname); // called by routines which wish to play a sound effect at some later // time. Pass it the lump name of a sound effect WITHOUT the sfx // prefix. This means the maximum name length is 7 letters/digits. // The prefixes for different sound cards are 'S','M','A', and 'P'. // They refer to the card type. The routine will cache in the // appropriate sound effect when it is played. void I_UngetSoundEffect (void *soundset); // called by routines which wish to no longer use the sounds at all // frees up the associated structure. It stops any currently playing // sound effects. void I_StartSound (channel_t *c, int vol, int sep, int pitch, int priority); // Starts a sound in a particular sound channel void I_UpdateSoundParams(channel_t *c, int vol, int sep, int pitch); // Updates the volume, separation, and pitch of a sound channel void I_StopSound(channel_t *c); // Stops a sound channel int I_SoundIsPlaying(channel_t *c); // called by S_*()'s to see if a channel is still playing. Returns 0 // if no longer playing, 1 if playing. #endif