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- /* Emacs style mode select -*- C++ -*-
- *-----------------------------------------------------------------------------
- *
- *
- * PrBoom: a Doom port merged with LxDoom and LSDLDoom
- * based on BOOM, a modified and improved DOOM engine
- * Copyright (C) 1999 by
- * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
- * Copyright (C) 1999-2000 by
- * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
- * Copyright 2005, 2006 by
- * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
- *
- * 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__
- #ifdef __GNUG__
- #pragma interface
- #endif
- #include "p_mobj.h"
- #include "r_defs.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);
- // Kills all sounds
- void S_Stop(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(mobj_t *origin, int sfx_id);
- void S_StartSound2(degenmobj_t* origin, int sfx_id);
- // killough 4/25/98: mask used to indicate sound origin is player item pickup
- #define PICKUP_SOUND (0x8000)
- // Stop sound for thing at <origin>
- void S_StopSound(void* 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);
- // 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(void* listener);
- void S_SetMusicVolume(int volume);
- void S_SetSfxVolume(int volume);
- typedef struct
- {
- const sfxinfo_t *sfxinfo; // sound information (if null, channel avail.)
- int tickend;
- void *origin; // origin of sound
- short handle; // handle of the sound being played
- short is_pickup; // killough 4/25/98: whether sound is a player's weapon
- } channel_t;
- #endif
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