97 lines
2.7 KiB
C
97 lines
2.7 KiB
C
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* The not so system specific sound interface.
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*
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*-----------------------------------------------------------------------------*/
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#ifndef __S_SOUND__
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#define __S_SOUND__
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#ifdef __GNUG__
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#pragma interface
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#endif
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//
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// Initializes sound stuff, including volume
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// Sets channels, SFX and music volume,
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// allocates channel buffer, sets S_sfx lookup.
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//
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void S_Init(int sfxVolume, int musicVolume);
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//
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// Per level startup code.
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// Kills playing sounds at start of level,
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// determines music if any, changes music.
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//
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void S_Start(void);
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//
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// Start sound for thing at <origin>
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// using <sound_id> from sounds.h
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//
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void S_StartSound(void *origin, int sound_id);
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// Will start a sound at a given volume.
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void S_StartSoundAtVolume(void *origin, int sound_id, int volume);
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// killough 4/25/98: mask used to indicate sound origin is player item pickup
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#define PICKUP_SOUND (0x8000)
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// Stop sound for thing at <origin>
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void S_StopSound(void* origin);
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// Start music using <music_id> from sounds.h
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void S_StartMusic(int music_id);
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// Start music using <music_id> from sounds.h, and set whether looping
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void S_ChangeMusic(int music_id, int looping);
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// Stops the music fer sure.
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void S_StopMusic(void);
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// Stop and resume music, during game PAUSE.
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void S_PauseSound(void);
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void S_ResumeSound(void);
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//
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// Updates music & sounds
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//
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void S_UpdateSounds(void* listener);
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void S_SetMusicVolume(int volume);
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void S_SetSfxVolume(int volume);
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// machine-independent sound params
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extern int default_numChannels;
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extern int numChannels;
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//jff 3/17/98 holds last IDMUS number, or -1
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extern int idmusnum;
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#endif
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