/* ** i_music.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #ifndef __I_MUSIC_H__ #define __I_MUSIC_H__ #include "doomdef.h" class FileReader; // // MUSIC I/O // void I_InitMusic (); void I_ShutdownMusic (); void I_BuildMIDIMenuList (struct value_t **values, float *numValues); void I_UpdateMusic (); // Volume. void I_SetMusicVolume (float volume); // PAUSE game handling. void I_PauseSong (void *handle); void I_ResumeSong (void *handle); // Registers a song handle to song data. class MusInfo; MusInfo *I_RegisterSong (const char *file, BYTE *musiccache, int offset, int length, int device); MusInfo *I_RegisterCDSong (int track, int cdid = 0); MusInfo *I_RegisterURLSong (const char *url); // Called by anything that wishes to start music. // Plays a song, and when the song is done, // starts playing it again in an endless loop. void I_PlaySong (void *handle, int looping, float relative_vol=1.f, int subsong=0); // Stops a song. void I_StopSong (void *handle); // See above (register), then think backwards void I_UnRegisterSong (void *handle); // Set the current order (position) for a MOD bool I_SetSongPosition (void *handle, int order); // Is the song still playing? bool I_QrySongPlaying (void *handle); // The base music class. Everything is derived from this -------------------- class MusInfo { public: MusInfo (); virtual ~MusInfo (); virtual void MusicVolumeChanged(); // snd_musicvolume changed virtual void TimidityVolumeChanged(); // timidity_mastervolume changed virtual void Play (bool looping, int subsong) = 0; virtual void Pause () = 0; virtual void Resume () = 0; virtual void Stop () = 0; virtual bool IsPlaying () = 0; virtual bool IsMIDI () const = 0; virtual bool IsValid () const = 0; virtual bool SetPosition (unsigned int ms); virtual bool SetSubsong (int subsong); virtual void Update(); virtual FString GetStats(); virtual MusInfo *GetOPLDumper(const char *filename); virtual MusInfo *GetWaveDumper(const char *filename, int rate); enum EState { STATE_Stopped, STATE_Playing, STATE_Paused } m_Status; bool m_Looping; bool m_NotStartedYet; // Song has been created but not yet played }; #endif //__I_MUSIC_H__