raze-gles/source/common/music/s_music.h
Christoph Oelckers 324056ad88 - more cleanup on music code
* removed some redundant functionality (e.g. Shift-F5 to change - use the console for that!)
* removed a few more leftover parts of the old music system
* savegames should not do more than resuming the music at the point of saving. (DN3D and RR only so far. Blood to be done.)
* handle music enabling/disabling in the backend, which simply knows better what to do. This was only working in the menu, so changing the CVAR had no effect.
2019-11-28 03:18:58 +01:00

107 lines
2.6 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// The not so system specific sound interface.
//
//-----------------------------------------------------------------------------
#ifndef __S_MUSIC__
#define __S_MUSIC__
#include "zstring.h"
#include "tarray.h"
#include "name.h"
void S_CreateStream();
void S_PauseStream(bool pause);
void S_StopStream();
void S_SetStreamVolume(float vol);
//
void S_InitMusic ();
void S_StartMusic ();
// Start music using <music_name>
bool S_StartMusic (const char *music_name);
// Start music using <music_name>, and set whether looping
bool S_ChangeMusic (const char *music_name, int order=0, bool looping=true, bool force=false);
// Start playing a cd track as music
bool S_ChangeCDMusic (int track, unsigned int id=0, bool looping=true);
void S_RestartMusic ();
void S_MIDIDeviceChanged(int newdev);
int S_GetMusic (const char **name);
// Stops the music for sure.
void S_StopMusic (bool force);
// Stop and resume music, during game PAUSE.
void S_PauseMusic ();
void S_ResumeMusic ();
//
// Updates music & sounds
//
void S_UpdateMusic ();
struct MidiDeviceSetting
{
int device;
FString args;
};
typedef TMap<FName, FName> MusicAliasMap;
typedef TMap<FName, MidiDeviceSetting> MidiDeviceMap;
typedef TMap<FName, float> MusicVolumeMap;
extern MusicAliasMap MusicAliases;
extern MidiDeviceMap MidiDevices;
extern MusicVolumeMap MusicVolumes;
class MusInfo;
struct MusPlayingInfo
{
FString name;
MusInfo* handle;
int baseorder;
bool loop;
FString LastSong; // last music that was played
};
extern MusPlayingInfo mus_playing;
extern float relative_volume, saved_relative_volume;
void MUS_Save();
bool MUS_Restore();
// Note for later when the OPL player is ported.
// DN3D and related games use "d3dtimbr.tmb"
#endif