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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code 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 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __I_SOUND__
- #define __I_SOUND__
- #include "doomdef.h"
- // UNIX hack, to be removed.
- #ifdef SNDSERV
- #include <stdio.h>
- extern FILE* sndserver;
- extern char* sndserver_filename;
- #endif
- #include "doomstat.h"
- #include "sounds.h"
- // Init at program start...
- void I_InitSound();
- void I_InitSoundHardware( int numOutputChannels_, int channelMask );
- // ... 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);
- void I_ShutdownSoundHardware();
- //
- // 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, mobj_t *origin, mobj_t *listener_origin, int vol, int pitch, int priority );
- // Stops a sound channel.
- void I_StopSound(int handle, int player = -1);
- // 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 );
- void I_SetSfxVolume( int );
- //
- // 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, int length);
- // 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( const char *songname, int looping );
- // Stops a song over 3 seconds.
- void I_StopSong(int handle);
- // See above (register), then think backwards
- void I_UnRegisterSong(int handle);
- // Update Music (XMP), check for notifications
- void I_UpdateMusic(void);
- int Mus2Midi(unsigned char* bytes, unsigned char* out, int* len);
- #endif
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