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e2f5e8fe34
We'll need 'common' for something else.
78 lines
1.5 KiB
C
78 lines
1.5 KiB
C
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#ifndef __S_MUSIC__
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#define __S_MUSIC__
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#include "zstring.h"
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#include "tarray.h"
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#include "name.h"
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#include <zmusic.h>
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void S_CreateStream();
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void S_PauseStream(bool pause);
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void S_StopStream();
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void S_SetStreamVolume(float vol);
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//
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void S_InitMusic ();
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void S_StartMusic ();
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// Start music using <music_name>
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bool S_StartMusic (const char *music_name);
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// Start music using <music_name>, and set whether looping
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bool S_ChangeMusic (const char *music_name, int order=0, bool looping=true, bool force=false);
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// Start playing a cd track as music
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bool S_ChangeCDMusic (int track, unsigned int id=0, bool looping=true);
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void S_RestartMusic ();
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void S_MIDIDeviceChanged(int newdev);
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int S_GetMusic (const char **name);
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// Stops the music for sure.
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void S_StopMusic (bool force);
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// Stop and resume music, during game PAUSE.
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void S_PauseMusic ();
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void S_ResumeMusic ();
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//
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// Updates music & sounds
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//
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void S_UpdateMusic ();
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struct MidiDeviceSetting
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{
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int device;
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FString args;
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};
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typedef TMap<FName, FName> MusicAliasMap;
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typedef TMap<FName, MidiDeviceSetting> MidiDeviceMap;
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typedef TMap<FName, float> MusicVolumeMap;
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extern MusicAliasMap MusicAliases;
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extern MidiDeviceMap MidiDevices;
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extern MusicVolumeMap MusicVolumes;
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struct MusPlayingInfo
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{
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FString name;
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ZMusic_MusicStream handle;
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int baseorder;
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bool loop;
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FString LastSong; // last music that was played
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};
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extern MusPlayingInfo mus_playing;
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extern float relative_volume, saved_relative_volume;
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// Note for later when the OPL player is ported.
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// DN3D and related games use "d3dtimbr.tmb"
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#endif
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