// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file i_sound.h /// \brief System interface, sound, music and CD #ifndef __I_SOUND__ #define __I_SOUND__ #include "doomdef.h" #include "sounds.h" #include "command.h" // copied from SDL mixer, plus GME typedef enum { MU_NONE, MU_CMD, MU_WAV, MU_MOD, MU_MID, MU_OGG, MU_MP3, MU_MP3_MAD_UNUSED, // use MU_MP3 instead MU_FLAC, MU_MODPLUG_UNUSED, // use MU_MOD instead MU_GME } musictype_t; /** \brief Sound subsystem runing and waiting */ extern UINT8 sound_started; /** \brief info of samplerate */ extern consvar_t cv_samplerate; //extern consvar_t cv_rndsoundpitch; /** \brief The I_GetSfx function \param sfx sfx to setup \return data for sfx */ void *I_GetSfx(sfxinfo_t *sfx); /** \brief The I_FreeSfx function \param sfx sfx to be freed up \return void */ void I_FreeSfx(sfxinfo_t *sfx); /** \brief Init at program start... */ void I_StartupSound(void); /** \brief ... shut down and relase at program termination. */ void I_ShutdownSound(void); /// ------------------------ /// SFX I/O /// ------------------------ /** \brief Starts a sound in a particular sound channel. \param id sfxid \param vol volume for sound \param sep left-right balancle \param pitch not used \param priority not used \return sfx handle */ INT32 I_StartSound(sfxenum_t id, UINT8 vol, UINT8 sep, UINT8 pitch, UINT8 priority); /** \brief Stops a sound channel. \param handle stop sfx handle \return void */ void I_StopSound(INT32 handle); /** \brief Some digital sound drivers need this. */ void I_UpdateSound(void); /** \brief Called by S_*() functions to see if a channel is still playing. \param handle sfx handle \return 0 if no longer playing, 1 if playing. */ boolean I_SoundIsPlaying(INT32 handle); /** \brief Updates the sfx handle \param handle sfx handle \param vol volume \param sep separation \param pitch ptich \return void */ void I_UpdateSoundParams(INT32 handle, UINT8 vol, UINT8 sep, UINT8 pitch); /** \brief The I_SetSfxVolume function \param volume volume to set at \return void */ void I_SetSfxVolume(UINT8 volume); /// ------------------------ // MUSIC SYSTEM /// ------------------------ /** \brief Init the music systems */ void I_InitMusic(void); /** \brief Shutdown the music systems */ void I_ShutdownMusic(void); /// ------------------------ // MUSIC PROPERTIES /// ------------------------ musictype_t I_SongType(void); boolean I_SongPlaying(void); boolean I_SongPaused(void); /// ------------------------ // MUSIC EFFECTS /// ------------------------ boolean I_SetSongSpeed(float speed); /// ------------------------ // MUSIC SEEKING /// ------------------------ UINT32 I_GetSongLength(void); boolean I_SetSongLoopPoint(UINT32 looppoint); UINT32 I_GetSongLoopPoint(void); boolean I_SetSongPosition(UINT32 position); UINT32 I_GetSongPosition(void); /// ------------------------ // MUSIC PLAYBACK /// ------------------------ /** \brief Registers a song handle to song data. \param data pointer to song data \param len len of data \return song handle \todo Remove this */ boolean I_LoadSong(char *data, size_t len); /** \brief See ::I_LoadSong, then think backwards \param handle song handle \sa I_LoadSong \todo remove midi handle */ void I_UnloadSong(void); /** \brief Called by anything that wishes to start music \param handle Song handle \param looping looping it if true \return if true, it's playing the song \todo pass music name, not handle */ boolean I_PlaySong(boolean looping); /** \brief Stops a song over 3 seconds \param handle Song handle \return void /todo drop handle */ void I_StopSong(void); /** \brief PAUSE game handling. \param handle song handle \return void */ void I_PauseSong(void); /** \brief RESUME game handling \param handle song handle \return void */ void I_ResumeSong(void); /** \brief The I_SetMusicVolume function \param volume volume to set at \return void */ void I_SetMusicVolume(UINT8 volume); boolean I_SetSongTrack(INT32 track); /// ------------------------ /// MUSIC FADING /// ------------------------ void I_SetInternalMusicVolume(UINT8 volume); void I_StopFadingSong(void); boolean I_FadeSongFromVolume(UINT8 target_volume, UINT8 source_volume, UINT32 ms, void (*callback)(void)); boolean I_FadeSong(UINT8 target_volume, UINT32 ms, void (*callback)(void)); boolean I_FadeOutStopSong(UINT32 ms); boolean I_FadeInPlaySong(UINT32 ms, boolean looping); /// ------------------------ // CD MUSIC I/O /// ------------------------ /** \brief cd music interface */ extern UINT8 cdaudio_started; /** \brief Startup the CD system */ void I_InitCD(void); /** \brief Stop the CD playback */ void I_StopCD(void); /** \brief Pause the CD playback */ void I_PauseCD(void); /** \brief Resume the CD playback */ void I_ResumeCD(void); /** \brief Shutdown the CD system */ void I_ShutdownCD(void); /** \brief Update the CD info */ void I_UpdateCD(void); /** \brief The I_PlayCD function \param track CD track number \param looping if true, loop the track \return void */ void I_PlayCD(UINT8 track, UINT8 looping); /** \brief The I_SetVolumeCD function \param volume volume level to set at \return return 0 on failure */ boolean I_SetVolumeCD(INT32 volume); #endif