raze/source/common/audio/music/s_music.h
Christoph Oelckers 82057bcd5a - Backend update from GZDoom-
This compiles but doesn't run.
2023-08-23 20:36:19 +02:00

95 lines
2 KiB
C++

#ifndef __S_MUSIC__
#define __S_MUSIC__
#include "zstring.h"
#include "tarray.h"
#include "name.h"
#include "files.h"
#include <zmusic.h>
class SoundStream;
enum MusicCustomStreamType : bool {
MusicSamples16bit,
MusicSamplesFloat
};
int MusicEnabled();
typedef bool(*StreamCallback)(SoundStream* stream, void* buff, int len, void* userdata);
SoundStream *S_CreateCustomStream(size_t size, int samplerate, int numchannels, MusicCustomStreamType sampletype, StreamCallback cb, void *userdata);
void S_StopCustomStream(SoundStream* stream);
void S_PauseAllCustomStreams(bool on);
struct MusicCallbacks
{
FString(*LookupFileName)(const char* fn, int &order);
FileReader(*OpenMusic)(const char* fn);
};
void S_SetMusicCallbacks(MusicCallbacks* cb);
void S_CreateStream();
void S_PauseStream(bool pause);
void S_StopStream();
void S_SetStreamVolume(float vol);
//
void S_InitMusic ();
void S_ResetMusic ();
// 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);
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, MidiDeviceSetting> MidiDeviceMap;
typedef TMap<FName, float> MusicVolumeMap;
extern MidiDeviceMap MidiDevices;
extern MusicVolumeMap MusicVolumes;
struct MusPlayingInfo
{
FString name;
ZMusic_MusicStream handle;
int baseorder;
float replayGain;
float replayGainFactor;
bool loop;
bool isfloat;
FString LastSong; // last music that was played
FString hash; // for setting replay gain while playing.
};
extern MusPlayingInfo mus_playing;
extern float relative_volume, saved_relative_volume;
#endif