shithub: choc

ref: c47c4ce0f7fa832f3aabe2ebb3bd5de45d93651a
dir: /src/i_sound.h/

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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: i_sound.h 39 2005-08-04 21:48:32Z 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		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(int handle);
void I_ResumeSong(int handle);
// Registers a song handle to song data.
int I_RegisterSong(void *data);
// 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
( int		handle,
  int		looping );
// Stops a song over 3 seconds.
void I_StopSong(int handle);
// See above (register), then think backwards
void I_UnRegisterSong(int handle);



#endif
//-----------------------------------------------------------------------------
//
// $Log$
// 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
//
//
//-----------------------------------------------------------------------------