mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-04 01:51:25 +00:00
324056ad88
* 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.
107 lines
2.6 KiB
C++
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
|