ref: 57c924292889e4f49eb972662657084fcf807fdd
dir: /src/i_sound.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: i_sound.h 271 2006-01-08 17:51:53Z fraggle $ // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // 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 2 // 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, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // // DESCRIPTION: // System interface, sound. // //----------------------------------------------------------------------------- #ifndef __I_SOUND__ #define __I_SOUND__ #include "doomdef.h" #include "doomstat.h" #include "sounds.h" // Init at program start... void I_InitSound(); // ... update sound buffer and audio device at runtime... void I_UpdateSound(void); void I_SubmitSound(void); // ... shut down and relase at program termination. void I_ShutdownSound(void); // // SFX I/O // // Initialize channels? void I_SetChannels(); // Get raw data lump index for sound descriptor. int I_GetSfxLumpNum (sfxinfo_t* sfxinfo ); // Starts a sound in a particular sound channel. int I_StartSound ( int id, int channel, int vol, int sep, int pitch, int priority ); // Stops a sound channel. void I_StopSound(int handle); // Called by S_*() functions // to see if a channel is still playing. // Returns 0 if no longer playing, 1 if playing. int I_SoundIsPlaying(int handle); // Updates the volume, separation, // and pitch of a sound channel. void I_UpdateSoundParams ( int handle, int vol, int sep, int pitch ); // // MUSIC I/O // void I_InitMusic(void); void I_ShutdownMusic(void); // Volume. void I_SetMusicVolume(int volume); // PAUSE game handling. void I_PauseSong(void *handle); void I_ResumeSong(void *handle); // Registers a song handle to song data. void *I_RegisterSong(void *data, int length); // Called by anything that wishes to start music. // plays a song, and when the song is done, // starts playing it again in an endless loop. // Horrible thing to do, considering. void I_PlaySong(void *handle, int looping); // Stops a song over 3 seconds. void I_StopSong(void *handle); // See above (register), then think backwards void I_UnRegisterSong(void *handle); boolean I_QrySongPlaying(void *handle); #endif //----------------------------------------------------------------------------- // // $Log$ // Revision 1.6 2006/01/08 17:51:53 fraggle // Add S_MusicPlaying function to query if music is still playing. // // Revision 1.5 2005/09/05 22:50:56 fraggle // Add mmus2mid code from prboom. Use 'void *' for music handles. Pass // length of data when registering music. // // Revision 1.4 2005/09/05 20:32:18 fraggle // Use the system-nonspecific sound code to assign the channel number used // by SDL. Remove handle tagging stuff. // // Revision 1.3 2005/08/04 21:48:32 fraggle // Turn on compiler optimisation and warning options // Add SDL_mixer sound code // // Revision 1.2 2005/07/23 16:44:55 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:20:46 fraggle // Initial import // // //-----------------------------------------------------------------------------