ref: 6e0df0d01676cec59caaafa2cea3910c5a9b51e0
dir: /src/s_sound.h/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// 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:
// The not so system specific sound interface.
//
//-----------------------------------------------------------------------------
#ifndef __S_SOUND__
#define __S_SOUND__
#include "p_mobj.h"
#include "sounds.h"
typedef enum
{
SNDDEVICE_NONE = 0,
SNDDEVICE_PCSPEAKER = 1,
SNDDEVICE_ADLIB = 2,
SNDDEVICE_SB = 3,
SNDDEVICE_PAS = 4,
SNDDEVICE_GUS = 5,
SNDDEVICE_WAVEBLASTER = 6,
SNDDEVICE_SOUNDCANVAS = 7,
SNDDEVICE_GENMIDI = 8,
SNDDEVICE_AWE32 = 9,
} snddevice_t;
// Interface for sound modules
typedef struct
{
// List of sound devices that this sound module is used for.
snddevice_t *sound_devices;
int num_sound_devices;
// Initialize sound module
// Returns true if successfully initialized
boolean (*Init)(void);
// Shutdown sound module
void (*Shutdown)(void);
// Returns the lump index of the given sound.
int (*GetSfxLumpNum)(sfxinfo_t *sfxinfo);
// Called periodically to update the subsystem.
void (*Update)(void);
// Update the sound settings on the given channel.
void (*UpdateSoundParams)(int channel, int vol, int sep);
// Start a sound on a given channel. Returns the channel id
// or -1 on failure.
int (*StartSound)(int id, int channel, int vol, int sep);
// Stop the sound playing on the given channel.
void (*StopSound)(int channel);
// Query if a sound is playing on the given channel
boolean (*SoundIsPlaying)(int channel);
} sound_module_t;
// Interface for music modules
typedef struct
{
// List of sound devices that this music module is used for.
snddevice_t *sound_devices;
int num_sound_devices;
// Initialize the music subsystem
boolean (*Init)(void);
// Shutdown the music subsystem
void (*Shutdown)(void);
// Set music volume - range 0-127
void (*SetMusicVolume)(int volume);
// Pause music
void (*PauseMusic)(void);
// Un-pause music
void (*ResumeMusic)(void);
// Register a song handle from data
// Returns a handle that can be used to play the song
void *(*RegisterSong)(void *data, int len);
// Un-register (free) song data
void (*UnRegisterSong)(void *handle);
// Play the song
void (*PlaySong)(void *handle, int looping);
// Stop playing the current song.
void (*StopSong)(void);
// Query if music is playing.
boolean (*MusicIsPlaying)(void);
} music_module_t;
extern int snd_sfxdevice;
extern int snd_musicdevice;
extern int snd_samplerate;
//
// 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);
// Shut down sound
void S_Shutdown(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(void *origin, int sound_id);
// Stop sound for thing at <origin>
void S_StopSound(mobj_t *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);
// query if music is playing
boolean S_MusicPlaying(void);
// 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(mobj_t *listener);
void S_SetMusicVolume(int volume);
void S_SetSfxVolume(int volume);
#endif