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a8de4fc2da
everything that was new for XP. - Swapped snes_spc out for the full Game Music Emu library. SVN r1631 (trunk)
113 lines
3.8 KiB
C++
113 lines
3.8 KiB
C++
/*
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** i_music.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __I_MUSIC_H__
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#define __I_MUSIC_H__
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#include "doomdef.h"
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class FileReader;
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//
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// MUSIC I/O
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//
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void I_InitMusic ();
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void I_ShutdownMusic ();
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void I_BuildMIDIMenuList (struct value_t **values, float *numValues);
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void I_UpdateMusic ();
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// Volume.
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void I_SetMusicVolume (float volume);
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// PAUSE game handling.
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void I_PauseSong (void *handle);
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void I_ResumeSong (void *handle);
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// Registers a song handle to song data.
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class MusInfo;
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MusInfo *I_RegisterSong (const char *file, BYTE *musiccache, int offset, int length, int device);
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MusInfo *I_RegisterCDSong (int track, int cdid = 0);
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MusInfo *I_RegisterURLSong (const char *url);
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// Called by anything that wishes to start music.
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// Plays a song, and when the song is done,
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// starts playing it again in an endless loop.
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void I_PlaySong (void *handle, int looping, float relative_vol=1.f, int subsong=0);
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// Stops a song.
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void I_StopSong (void *handle);
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// See above (register), then think backwards
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void I_UnRegisterSong (void *handle);
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// Set the current order (position) for a MOD
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bool I_SetSongPosition (void *handle, int order);
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// Is the song still playing?
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bool I_QrySongPlaying (void *handle);
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// The base music class. Everything is derived from this --------------------
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class MusInfo
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{
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public:
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MusInfo ();
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virtual ~MusInfo ();
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virtual void MusicVolumeChanged(); // snd_musicvolume changed
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virtual void TimidityVolumeChanged(); // timidity_mastervolume changed
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virtual void Play (bool looping, int subsong) = 0;
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virtual void Pause () = 0;
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virtual void Resume () = 0;
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virtual void Stop () = 0;
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virtual bool IsPlaying () = 0;
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virtual bool IsMIDI () const = 0;
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virtual bool IsValid () const = 0;
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virtual bool SetPosition (unsigned int ms);
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virtual bool SetSubsong (int subsong);
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virtual void Update();
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virtual FString GetStats();
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virtual MusInfo *GetOPLDumper(const char *filename);
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virtual MusInfo *GetWaveDumper(const char *filename, int rate);
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enum EState
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{
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STATE_Stopped,
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STATE_Playing,
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STATE_Paused
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} m_Status;
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bool m_Looping;
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bool m_NotStartedYet; // Song has been created but not yet played
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};
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#endif //__I_MUSIC_H__
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