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95 lines
2 KiB
C++
95 lines
2 KiB
C++
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#ifndef __S_MUSIC__
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#define __S_MUSIC__
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#include "zstring.h"
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#include "tarray.h"
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#include "name.h"
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#include <zmusic.h>
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class FileReader;
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class SoundStream;
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enum MusicCustomStreamType : bool {
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MusicSamples16bit,
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MusicSamplesFloat
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};
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int MusicEnabled();
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typedef bool(*StreamCallback)(SoundStream* stream, void* buff, int len, void* userdata);
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SoundStream *S_CreateCustomStream(size_t size, int samplerate, int numchannels, MusicCustomStreamType sampletype, StreamCallback cb, void *userdata);
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void S_StopCustomStream(SoundStream* stream);
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void S_PauseAllCustomStreams(bool on);
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struct MusicCallbacks
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{
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FString(*LookupFileName)(const char* fn, int &order);
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FileReader(*OpenMusic)(const char* fn);
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};
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void S_SetMusicCallbacks(MusicCallbacks* cb);
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void S_CreateStream();
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void S_PauseStream(bool pause);
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void S_StopStream();
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void S_SetStreamVolume(float vol);
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//
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void S_InitMusic ();
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void S_ResetMusic ();
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// Start music using <music_name>
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bool S_StartMusic (const char *music_name);
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// Start music using <music_name>, and set whether looping
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bool S_ChangeMusic (const char *music_name, int order=0, bool looping=true, bool force=false);
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void S_RestartMusic ();
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void S_MIDIDeviceChanged(int newdev);
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int S_GetMusic (const char **name);
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// Stops the music for sure.
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void S_StopMusic (bool force);
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// Stop and resume music, during game PAUSE.
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void S_PauseMusic ();
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void S_ResumeMusic ();
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//
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// Updates music & sounds
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//
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void S_UpdateMusic ();
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struct MidiDeviceSetting
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{
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int device;
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FString args;
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};
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typedef TMap<FName, MidiDeviceSetting> MidiDeviceMap;
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typedef TMap<FName, float> MusicVolumeMap;
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extern MidiDeviceMap MidiDevices;
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extern MusicVolumeMap MusicVolumes;
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struct MusPlayingInfo
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{
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FString name;
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ZMusic_MusicStream handle;
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int baseorder;
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float replayGain;
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float replayGainFactor;
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bool loop;
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bool isfloat;
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FString LastSong; // last music that was played
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FString hash; // for setting replay gain while playing.
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};
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extern MusPlayingInfo mus_playing;
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extern float relative_volume, saved_relative_volume;
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#endif
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