ref: ab56f8d2ce035f9b6f165f6d63dc031f069d6b45
dir: /src/doom/s_sound.h/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2014 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. // // DESCRIPTION: // The not so system specific sound interface. // #ifndef __S_SOUND__ #define __S_SOUND__ #include "p_mobj.h" #include "sounds.h" // // 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); extern int snd_channels; #endif