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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++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// The not so system specific sound interface.
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//
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//-----------------------------------------------------------------------------
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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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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_StartMusic ();
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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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// Start playing a cd track as music
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bool S_ChangeCDMusic (int track, unsigned int id=0, bool looping=true);
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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, FName> MusicAliasMap;
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typedef TMap<FName, MidiDeviceSetting> MidiDeviceMap;
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typedef TMap<FName, float> MusicVolumeMap;
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extern MusicAliasMap MusicAliases;
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extern MidiDeviceMap MidiDevices;
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extern MusicVolumeMap MusicVolumes;
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class MusInfo;
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struct MusPlayingInfo
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{
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FString name;
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MusInfo* handle;
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int baseorder;
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bool loop;
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FString LastSong; // last music that was played
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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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void MUS_Save();
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bool MUS_Restore();
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// Note for later when the OPL player is ported.
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// DN3D and related games use "d3dtimbr.tmb"
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#endif
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