/* ** i_sound.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_SOUND__ #define __I_SOUND__ #include "s_sound.h" class SoundStream { public: virtual ~SoundStream (); enum { // For CreateStream Mono = 1, Bits8 = 2, // For OpenStream Loop = 4 }; virtual bool Play (float volume) = 0; virtual void Stop () = 0; virtual void SetVolume (float volume) = 0; virtual bool SetPaused (bool paused) = 0; virtual unsigned int GetPosition () = 0; }; class SoundTrackerModule { public: virtual ~SoundTrackerModule (); virtual bool Play () = 0; virtual void Stop () = 0; virtual void SetVolume (float volume) = 0; virtual bool SetPaused (bool paused) = 0; virtual bool IsPlaying () = 0; virtual bool IsFinished () = 0; virtual bool SetOrder (int order) = 0; }; typedef bool (*SoundStreamCallback)(SoundStream *stream, void *buff, int len, void *userdata); class SoundRenderer { public: SoundRenderer (); virtual ~SoundRenderer (); virtual void SetSfxVolume (float volume) = 0; virtual int SetChannels (int numchans) = 0; // Initialize channels virtual void LoadSound (sfxinfo_t *sfx) = 0; // load a sound from disk virtual void UnloadSound (sfxinfo_t *sfx) = 0; // unloads a sound from memory // Streaming sounds. PlayStream returns a channel handle that can be used with StopSound. virtual SoundStream *CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata) = 0; virtual SoundStream *OpenStream (const char *filename, int flags, int offset, int length) = 0; // Tracker modules. virtual SoundTrackerModule *OpenModule (const char *file, int offset, int length); // Starts a sound in a particular sound channel. virtual long StartSound (sfxinfo_t *sfx, int vol, int sep, int pitch, int channel, bool looping, bool pauseable) = 0; virtual long StartSound3D (sfxinfo_t *sfx, float vol, int pitch, int channel, bool looping, float pos[3], float vel[3], bool pauseable); // Stops a sound channel. virtual void StopSound (long handle) = 0; // Pauses or resumes all sound effect channels. virtual void SetSfxPaused (bool paused) = 0; // Returns true if the channel is still playing a sound. virtual bool IsPlayingSound (long handle) = 0; // Updates the volume, separation, and pitch of a sound channel. virtual void UpdateSoundParams (long handle, int vol, int sep, int pitch) = 0; virtual void UpdateSoundParams3D (long handle, float pos[3], float vel[3]); // For use by I_PlayMovie virtual void MovieDisableSound () = 0; virtual void MovieResumeSound () = 0; virtual void UpdateListener (AActor *listener); virtual void UpdateSounds (); virtual bool IsValid () = 0; virtual void PrintStatus () = 0; virtual void PrintDriversList () = 0; virtual void GatherStats (char *outstring); virtual void ResetEnvironment (); bool Sound3D; }; extern SoundRenderer *GSnd; void I_InitSound (); void I_ShutdownSound (); #endif