gzdoom/src/sound/i_music.h
Randy Heit a8de4fc2da - Fixed compilation of i_keyboard.cpp with MinGW, because w32api still doesn't have
everything that was new for XP.
- Swapped snes_spc out for the full Game Music Emu library.

SVN r1631 (trunk)
2009-06-03 03:05:02 +00:00

113 lines
3.8 KiB
C++

/*
** 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__