ref: c1cfa2e0914fe451d5fd147beadfcec922878684
dir: /src/s_sound.h/
// 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