shithub: choc

ref: 8a262fb95d8f335cf7930a8ae667fe5e01552cf4
dir: /src/s_sound.h/

View raw version
// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// 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:
//	The not so system specific sound interface.
//
//-----------------------------------------------------------------------------


#ifndef __S_SOUND__
#define __S_SOUND__

#include "p_mobj.h"
#include "sounds.h"

typedef enum 
{
    SNDDEVICE_NONE = 0,
    SNDDEVICE_PCSPEAKER = 1,
    SNDDEVICE_ADLIB = 2,
    SNDDEVICE_SB = 3,
    SNDDEVICE_PAS = 4,
    SNDDEVICE_GUS = 5,
    SNDDEVICE_WAVEBLASTER = 6,
    SNDDEVICE_SOUNDCANVAS = 7,
    SNDDEVICE_GENMIDI = 8,
    SNDDEVICE_AWE32 = 9,
} snddevice_t;

// Interface for sound modules

typedef struct
{
    // List of sound devices that this sound module is used for.

    snddevice_t *sound_devices;
    int num_sound_devices;

    // Initialise sound module
    // Returns true if successfully initialised

    boolean (*Init)(void);

    // Shutdown sound module

    void (*Shutdown)(void);

    // Returns the lump index of the given sound.

    int (*GetSfxLumpNum)(sfxinfo_t *sfxinfo);

    // Called periodically to update the subsystem.

    void (*Update)(void);

    // Update the sound settings on the given channel.

    void (*UpdateSoundParams)(int channel, int vol, int sep);

    // Start a sound on a given channel.  Returns the channel id
    // or -1 on failure.

    int (*StartSound)(int id, int channel, int vol, int sep);

    // Stop the sound playing on the given channel.

    void (*StopSound)(int channel);

    // Query if a sound is playing on the given channel

    boolean (*SoundIsPlaying)(int channel);

} sound_module_t;

// Interface for music modules

typedef struct
{
    // List of sound devices that this music module is used for.

    snddevice_t *sound_devices;
    int num_sound_devices;

    // Initialise the music subsystem

    boolean (*Init)(void);

    // Shutdown the music subsystem

    void (*Shutdown)(void);

    // Set music volume - range 0-127

    void (*SetMusicVolume)(int volume);

    // Pause music

    void (*PauseMusic)(void);

    // Un-pause music

    void (*ResumeMusic)(void);

    // Register a song handle from data
    // Returns a handle that can be used to play the song

    void *(*RegisterSong)(void *data, int len);

    // Un-register (free) song data

    void (*UnRegisterSong)(void *handle);

    // Play the song

    void (*PlaySong)(void *handle, int looping);

    // Stop playing the current song.

    void (*StopSong)(void);

    // Query if music is playing.

    boolean (*MusicIsPlaying)(void);
} music_module_t;

extern int snd_sfxdevice;
extern int snd_musicdevice;
extern int snd_samplerate;

//
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
//  allocates channel buffer, sets S_sfx lookup.
//

void S_Init(int sfxVolume, int musicVolume);


// Shut down sound 

void S_Shutdown(void);



//
// Per level startup code.
// Kills playing sounds at start of level,
//  determines music if any, changes music.
//

void S_Start(void);

//
// Start sound for thing at <origin>
//  using <sound_id> from sounds.h
//

void S_StartSound(void *origin, int sound_id);

// Stop sound for thing at <origin>
void S_StopSound(mobj_t *origin);


// Start music using <music_id> from sounds.h
void S_StartMusic(int music_id);

// Start music using <music_id> from sounds.h,
//  and set whether looping
void S_ChangeMusic(int music_id, int looping);

// query if music is playing
boolean S_MusicPlaying(void);

// Stops the music fer sure.
void S_StopMusic(void);

// Stop and resume music, during game PAUSE.
void S_PauseSound(void);
void S_ResumeSound(void);


//
// Updates music & sounds
//
void S_UpdateSounds(mobj_t *listener);

void S_SetMusicVolume(int volume);
void S_SetSfxVolume(int volume);


#endif