s_sound.h 2.9 KB

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  1. /* Emacs style mode select -*- C++ -*-
  2. *-----------------------------------------------------------------------------
  3. *
  4. *
  5. * PrBoom: a Doom port merged with LxDoom and LSDLDoom
  6. * based on BOOM, a modified and improved DOOM engine
  7. * Copyright (C) 1999 by
  8. * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
  9. * Copyright (C) 1999-2000 by
  10. * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
  11. * Copyright 2005, 2006 by
  12. * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
  13. *
  14. * This program is free software; you can redistribute it and/or
  15. * modify it under the terms of the GNU General Public License
  16. * as published by the Free Software Foundation; either version 2
  17. * of the License, or (at your option) any later version.
  18. *
  19. * This program is distributed in the hope that it will be useful,
  20. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  21. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  22. * GNU General Public License for more details.
  23. *
  24. * You should have received a copy of the GNU General Public License
  25. * along with this program; if not, write to the Free Software
  26. * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
  27. * 02111-1307, USA.
  28. *
  29. * DESCRIPTION:
  30. * The not so system specific sound interface.
  31. *
  32. *-----------------------------------------------------------------------------*/
  33. #ifndef __S_SOUND__
  34. #define __S_SOUND__
  35. #ifdef __GNUG__
  36. #pragma interface
  37. #endif
  38. //
  39. // Initializes sound stuff, including volume
  40. // Sets channels, SFX and music volume,
  41. // allocates channel buffer, sets S_sfx lookup.
  42. //
  43. void S_Init(int sfxVolume, int musicVolume);
  44. // Kills all sounds
  45. void S_Stop(void);
  46. //
  47. // Per level startup code.
  48. // Kills playing sounds at start of level,
  49. // determines music if any, changes music.
  50. //
  51. void S_Start(void);
  52. //
  53. // Start sound for thing at <origin>
  54. // using <sound_id> from sounds.h
  55. //
  56. void S_StartSound(void *origin, int sound_id);
  57. // Will start a sound at a given volume.
  58. void S_StartSoundAtVolume(void *origin, int sound_id, int volume);
  59. // killough 4/25/98: mask used to indicate sound origin is player item pickup
  60. #define PICKUP_SOUND (0x8000)
  61. // Stop sound for thing at <origin>
  62. void S_StopSound(void* origin);
  63. // Start music using <music_id> from sounds.h
  64. void S_StartMusic(int music_id);
  65. // Start music using <music_id> from sounds.h, and set whether looping
  66. void S_ChangeMusic(int music_id, int looping);
  67. // Stops the music fer sure.
  68. void S_StopMusic(void);
  69. // Stop and resume music, during game PAUSE.
  70. void S_PauseSound(void);
  71. void S_ResumeSound(void);
  72. //
  73. // Updates music & sounds
  74. //
  75. void S_UpdateSounds(void* listener);
  76. void S_SetMusicVolume(int volume);
  77. void S_SetSfxVolume(int volume);
  78. // machine-independent sound params
  79. extern int default_numChannels;
  80. extern int numChannels;
  81. //jff 3/17/98 holds last IDMUS number, or -1
  82. extern int idmusnum;
  83. #endif