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https://github.com/ZDoom/qzdoom.git
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1fa4bbf69c
to try compiling it myself on Windows to see if it's really that slow or if Ubuntu just ships an unoptimized version, because performance is pretty pathetic when compared to the other options. (I understand that it's a complete SoundFont2 renderer, so it is understandably slower than something like TiMidity++, but still. Does it really need to be around 10x slower? I played with the chorus, reverb, and interpolation settings, and none of them seemed to make much difference in performance.) SVN r2545 (trunk)
116 lines
4 KiB
C++
116 lines
4 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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virtual void FluidSettingInt(const char *setting, int value); // FluidSynth settings
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virtual void FluidSettingNum(const char *setting, double value); // "
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virtual void FluidSettingStr(const char *setting, const char *value); // "
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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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