jkxr/Projects/Android/jni/OpenJK/code/client/snd_music.h
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

87 lines
3.6 KiB
C

/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// Filename:- snd_music.h
//
//
#ifndef SND_MUSIC_H
#define SND_MUSIC_H
// if you change this enum, you MUST update the #defines below
typedef enum
{
//( eBGRNDTRACK_DATABEGIN ) // begin-label for FOR loops
//
eBGRNDTRACK_EXPLORE = 0, // for normal walking around
eBGRNDTRACK_ACTION, // for excitement
eBGRNDTRACK_BOSS, // (optional) for final encounter
eBGRNDTRACK_DEATH, // (optional) death "flourish"
eBGRNDTRACK_ACTIONTRANS0, // transition from action to explore
eBGRNDTRACK_ACTIONTRANS1, // "
eBGRNDTRACK_ACTIONTRANS2, // "
eBGRNDTRACK_ACTIONTRANS3, // "
eBGRNDTRACK_EXPLORETRANS0, // transition from explore to silence
eBGRNDTRACK_EXPLORETRANS1, // "
eBGRNDTRACK_EXPLORETRANS2, // "
eBGRNDTRACK_EXPLORETRANS3, // "
//
//( eBGRNDTRACK_DATAEND ), // tracks from this point on are for logic or copies, do NOT free them.
//
eBGRNDTRACK_NONDYNAMIC, // used for when music is just streaming, not part of dynamic stuff (used to be defined as same as explore entry, but this allows playing music in between 2 invokations of the same dynamic music without midleve reload, and also faster level transitioning if two consecutive dynamic sections use same DMS.DAT entries. Are you still reading this far?
eBGRNDTRACK_SILENCE, // silence (more of a logic thing than an actual track at the moment)
eBGRNDTRACK_FADE, // the xfade channel
//
eBGRNDTRACK_NUMBEROF
} MusicState_e;
#define iMAX_ACTION_TRANSITIONS 4 // these can be increased easily enough, I just need to know about them
#define iMAX_EXPLORE_TRANSITIONS 4 //
#define eBGRNDTRACK_DATABEGIN eBGRNDTRACK_EXPLORE // label for FOR() loops (not in enum, else debugger shows in instead of the explore one unless I declare them backwards, which is gay)
#define eBGRNDTRACK_DATAEND eBGRNDTRACK_NONDYNAMIC // tracks from this point on are for logic or copies, do NOT free them.
#define eBGRNDTRACK_FIRSTTRANSITION eBGRNDTRACK_ACTIONTRANS0 // used for "are we in transition mode" check
#define eBGRNDTRACK_LASTTRANSITION eBGRNDTRACK_EXPLORETRANS3 //
void Music_SetLevelName ( const char *psLevelName );
qboolean Music_DynamicDataAvailable ( const char *psDynamicMusicLabel );
const char *Music_GetFileNameForState ( MusicState_e eMusicState );
qboolean Music_StateIsTransition ( MusicState_e eMusicState );
qboolean Music_StateCanBeInterrupted ( MusicState_e eMusicState, MusicState_e eProposedMusicState );
float Music_GetRandomEntryTime ( MusicState_e eMusicState );
#ifdef MP3STUFF_KNOWN
qboolean Music_AllowedToTransition ( float fPlayingTimeElapsed, MusicState_e eMusicState, MusicState_e *peTransition = NULL, float *pfNewTrackEntryTime = NULL);
#endif
const char *Music_BaseStateToString ( MusicState_e eMusicState, qboolean bDebugPrintQuery = qfalse);
#endif // #ifndef SND_MUSIC_H
//////////////// eof /////////////////