SRB2/src/i_sound.h
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00

282 lines
5 KiB
C

// 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"
/** \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 I/O
//
/** \brief Init the music systems
*/
void I_InitMusic(void);
/** \brief Shutdown the music systems
*/
void I_ShutdownMusic(void);
/** \brief PAUSE game handling.
\param handle song handle
\return void
*/
void I_PauseSong(INT32 handle);
/** \brief RESUME game handling
\param handle song handle
\return void
*/
void I_ResumeSong(INT32 handle);
//
// MIDI I/O
//
/** \brief Startup the MIDI music system
*/
void I_InitMIDIMusic(void);
/** \brief Shutdown the MIDI music system
*/
void I_ShutdownMIDIMusic(void);
/** \brief The I_SetMIDIMusicVolume function
\param volume volume to set at
\return void
*/
void I_SetMIDIMusicVolume(UINT8 volume);
/** \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
*/
INT32 I_RegisterSong(void *data, size_t len);
/** \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(INT32 handle, boolean looping);
/** \brief Stops a song over 3 seconds
\param handle Song handle
\return void
/todo drop handle
*/
void I_StopSong(INT32 handle);
/** \brief See ::I_RegisterSong, then think backwards
\param handle song handle
\sa I_RegisterSong
\todo remove midi handle
*/
void I_UnRegisterSong(INT32 handle);
//
// DIGMUSIC I/O
//
/** \brief Startup the music system
*/
void I_InitDigMusic(void);
/** \brief Shutdown the music system
*/
void I_ShutdownDigMusic(void);
boolean I_SetSongSpeed(float speed);
boolean I_SetSongTrack(INT32 track);
/** \brief The I_StartDigSong function
\param musicname music lump name
\param looping if true, loop the song
\return if true, song playing
*/
boolean I_StartDigSong(const char *musicname, boolean looping);
/** \brief stop non-MIDI song
*/
void I_StopDigSong(void);
/** \brief The I_SetDigMusicVolume function
\param volume volume to set at
\return void
*/
void I_SetDigMusicVolume(UINT8 volume);
//
// 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