77 lines
2.4 KiB
C
77 lines
2.4 KiB
C
#ifndef __I_HEADER_H__
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#define __I_HEADER_H__
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#include "h2def.h"
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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_SetMasterVolume(int volume);
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void I_TurnOffSfx(void);
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void I_TurnOnSfx(void);
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void I_TurnOffMusic(void);
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void I_TurnOnMusic(void);
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// MUSIC I/O
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//
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int I_RegisterSong(void *songdata);
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// called by anything that wants to register a song lump with the sound lib
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// calls Paul's function of the similar name to register music only.
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// note that the song data is the same for any sound card and is paul's
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// MUS format. Returns a handle which will be passed to all other music
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// functions.
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void I_UnregisterSong(int handle);
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// called by anything which is finished with a song and no longer needs
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// the sound library to be aware of it. All songs should be stopped
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// before calling this, but it will double check and stop it if necessary.
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void I_LoopSong(int handle);
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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, starts playing it again in
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// an endless loop. the start is faded in over three seconds.
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void I_FadeOutSong(int handle, int fotime);
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// called by anything that wishes to stop music.
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// fades out the song over <fotime> milliseconds.
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void I_StopSong(int handle);
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// called by anything that wishes to stop music.
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// stops a song abruptly.
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// SFX I/O
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//
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void *I_GetSoundEffect (char *soundname);
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// called by routines which wish to play a sound effect at some later
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// time. Pass it the lump name of a sound effect WITHOUT the sfx
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// prefix. This means the maximum name length is 7 letters/digits.
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// The prefixes for different sound cards are 'S','M','A', and 'P'.
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// They refer to the card type. The routine will cache in the
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// appropriate sound effect when it is played.
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void I_UngetSoundEffect (void *soundset);
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// called by routines which wish to no longer use the sounds at all
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// frees up the associated structure. It stops any currently playing
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// sound effects.
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void I_StartSound (channel_t *c, int vol, int sep, int pitch, int priority);
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// Starts a sound in a particular sound channel
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void I_UpdateSoundParams(channel_t *c, int vol, int sep, int pitch);
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// Updates the volume, separation, and pitch of a sound channel
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void I_StopSound(channel_t *c);
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// Stops a sound channel
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int I_SoundIsPlaying(channel_t *c);
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// called by S_*()'s to see if a channel is still playing. Returns 0
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// if no longer playing, 1 if playing.
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#endif
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