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291 lines
5.6 KiB
C
291 lines
5.6 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file i_sound.h
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/// \brief System interface, sound, music and CD
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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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#include "sounds.h"
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#include "command.h"
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// copied from SDL mixer, plus GME
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typedef enum {
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MU_NONE,
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MU_CMD,
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MU_WAV,
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MU_MOD,
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MU_MID,
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MU_OGG,
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MU_MP3,
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MU_MP3_MAD_UNUSED, // use MU_MP3 instead
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MU_FLAC,
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MU_MODPLUG_UNUSED, // use MU_MOD instead
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MU_GME
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} musictype_t;
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/** \brief Sound subsystem runing and waiting
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*/
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extern UINT8 sound_started;
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/** \brief info of samplerate
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*/
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extern consvar_t cv_samplerate;
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//extern consvar_t cv_rndsoundpitch;
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/** \brief The I_GetSfx function
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\param sfx sfx to setup
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\return data for sfx
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*/
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void *I_GetSfx(sfxinfo_t *sfx);
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/** \brief The I_FreeSfx function
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\param sfx sfx to be freed up
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\return void
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*/
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void I_FreeSfx(sfxinfo_t *sfx);
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/** \brief Init at program start...
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*/
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void I_StartupSound(void);
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/** \brief ... shut down and relase at program termination.
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*/
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void I_ShutdownSound(void);
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/// ------------------------
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/// SFX I/O
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/// ------------------------
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/** \brief Starts a sound in a particular sound channel.
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\param id sfxid
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\param vol volume for sound
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\param sep left-right balancle
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\param pitch not used
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\param priority not used
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\return sfx handle
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*/
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INT32 I_StartSound(sfxenum_t id, UINT8 vol, UINT8 sep, UINT8 pitch, UINT8 priority, INT32 channel);
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/** \brief Stops a sound channel.
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\param handle stop sfx handle
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\return void
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*/
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void I_StopSound(INT32 handle);
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/** \brief Some digital sound drivers need this.
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*/
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void I_UpdateSound(void);
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/** \brief Called by S_*() functions to see if a channel is still playing.
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\param handle sfx handle
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\return 0 if no longer playing, 1 if playing.
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*/
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boolean I_SoundIsPlaying(INT32 handle);
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/** \brief Updates the sfx handle
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\param handle sfx handle
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\param vol volume
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\param sep separation
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\param pitch ptich
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\return void
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*/
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void I_UpdateSoundParams(INT32 handle, UINT8 vol, UINT8 sep, UINT8 pitch);
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/** \brief The I_SetSfxVolume function
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\param volume volume to set at
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\return void
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*/
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void I_SetSfxVolume(UINT8 volume);
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/// ------------------------
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// MUSIC SYSTEM
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/// ------------------------
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/** \brief Init the music systems
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*/
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void I_InitMusic(void);
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/** \brief Shutdown the music systems
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*/
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void I_ShutdownMusic(void);
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/// ------------------------
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// MUSIC PROPERTIES
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/// ------------------------
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musictype_t I_SongType(void);
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boolean I_SongPlaying(void);
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boolean I_SongPaused(void);
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/// ------------------------
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// MUSIC EFFECTS
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/// ------------------------
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boolean I_SetSongSpeed(float speed);
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/// ------------------------
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// MUSIC SEEKING
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/// ------------------------
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UINT32 I_GetSongLength(void);
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boolean I_SetSongLoopPoint(UINT32 looppoint);
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UINT32 I_GetSongLoopPoint(void);
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boolean I_SetSongPosition(UINT32 position);
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UINT32 I_GetSongPosition(void);
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/// ------------------------
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// MUSIC PLAYBACK
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/// ------------------------
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/** \brief Registers a song handle to song data.
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\param data pointer to song data
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\param len len of data
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\return song handle
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\todo Remove this
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*/
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boolean I_LoadSong(char *data, size_t len);
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/** \brief See ::I_LoadSong, then think backwards
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\param handle song handle
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\sa I_LoadSong
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\todo remove midi handle
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*/
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void I_UnloadSong(void);
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/** \brief Called by anything that wishes to start music
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\param handle Song handle
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\param looping looping it if true
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\return if true, it's playing the song
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\todo pass music name, not handle
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*/
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boolean I_PlaySong(boolean looping);
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/** \brief Stops a song over 3 seconds
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\param handle Song handle
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\return void
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/todo drop handle
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*/
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void I_StopSong(void);
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/** \brief PAUSE game handling.
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\param handle song handle
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\return void
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*/
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void I_PauseSong(void);
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/** \brief RESUME game handling
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\param handle song handle
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\return void
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*/
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void I_ResumeSong(void);
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/** \brief The I_SetMusicVolume function
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\param volume volume to set at
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\return void
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*/
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void I_SetMusicVolume(UINT8 volume);
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boolean I_SetSongTrack(INT32 track);
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/// ------------------------
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/// MUSIC FADING
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/// ------------------------
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void I_SetInternalMusicVolume(UINT8 volume);
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void I_StopFadingSong(void);
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boolean I_FadeSongFromVolume(UINT8 target_volume, UINT8 source_volume, UINT32 ms, void (*callback)(void));
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boolean I_FadeSong(UINT8 target_volume, UINT32 ms, void (*callback)(void));
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boolean I_FadeOutStopSong(UINT32 ms);
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boolean I_FadeInPlaySong(UINT32 ms, boolean looping);
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/// ------------------------
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// CD MUSIC I/O
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/// ------------------------
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/** \brief cd music interface
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*/
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extern UINT8 cdaudio_started;
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/** \brief Startup the CD system
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*/
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void I_InitCD(void);
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/** \brief Stop the CD playback
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*/
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void I_StopCD(void);
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/** \brief Pause the CD playback
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*/
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void I_PauseCD(void);
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/** \brief Resume the CD playback
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*/
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void I_ResumeCD(void);
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/** \brief Shutdown the CD system
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*/
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void I_ShutdownCD(void);
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/** \brief Update the CD info
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*/
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void I_UpdateCD(void);
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/** \brief The I_PlayCD function
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\param track CD track number
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\param looping if true, loop the track
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\return void
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*/
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void I_PlayCD(UINT8 track, UINT8 looping);
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/** \brief The I_SetVolumeCD function
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\param volume volume level to set at
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\return return 0 on failure
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*/
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boolean I_SetVolumeCD(INT32 volume);
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#endif
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