/* * Copyright © 2006-2013 SplinterGU (Fenix/Bennugd) * Copyright © 2002-2006 Fenix Team (Fenix) * Copyright © 1999-2002 José Luis Cebrián Pagüe (Fenix) * * This file is part of Bennu - Game Development * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. * */ #ifndef __MOD_SOUND_EXPORTS #define __MOD_SOUND_EXPORTS /* --------------------------------------------------------------------------- */ #include "bgddl.h" /* --------------------------------------------------------------------------- */ #if defined(__BGDC__) || !defined(__STATIC__) /* ----------------------------------------------------------------- */ /* Definicion de constantes (usada en tiempo de compilacion) */ DLCONSTANT __bgdexport( mod_sound, constants_def )[] = { { "MODE_MONO" , TYPE_INT, 0 }, { "MODE_STEREO" , TYPE_INT, 1 }, { "ALL_SOUND" , TYPE_INT, -1 }, { NULL , 0 , 0 } } ; /* --------------------------------------------------------------------------- */ /* Definicion de variables globales (usada en tiempo de compilacion) */ char * __bgdexport( mod_sound, globals_def ) = " sound_freq = 22050 ;\n" " sound_mode = MODE_STEREO ;\n" " sound_channels = 8 ;\n"; #endif /* --------------------------------------------------------------------------- */ DLSYSFUNCS __bgdexport( mod_sound, functions_exports )[] = { FUNC( "SOUND_INIT" , "" , TYPE_INT , modsound_init ), FUNC( "SOUND_CLOSE" , "" , TYPE_INT , modsound_close ), FUNC( "LOAD_SONG" , "S" , TYPE_INT , modsound_load_song ), FUNC( "LOAD_SONG" , "SP" , TYPE_INT , modsound_bgload_song ), FUNC( "UNLOAD_SONG" , "I" , TYPE_INT , modsound_unload_song ), FUNC( "UNLOAD_SONG" , "P" , TYPE_INT , modsound_unload_song2 ), FUNC( "PLAY_SONG" , "II" , TYPE_INT , modsound_play_song ), FUNC( "STOP_SONG" , "" , TYPE_INT , modsound_stop_song ), FUNC( "PAUSE_SONG" , "" , TYPE_INT , modsound_pause_song ), FUNC( "RESUME_SONG" , "" , TYPE_INT , modsound_resume_song ), FUNC( "SET_SONG_VOLUME" , "I" , TYPE_INT , modsound_set_song_volume ), FUNC( "IS_PLAYING_SONG" , "" , TYPE_INT , modsound_is_playing_song ), FUNC( "LOAD_WAV" , "S" , TYPE_INT , modsound_load_wav ), FUNC( "LOAD_WAV" , "SP" , TYPE_INT , modsound_bgload_wav ), FUNC( "UNLOAD_WAV" , "I" , TYPE_INT , modsound_unload_wav ), FUNC( "UNLOAD_WAV" , "P" , TYPE_INT , modsound_unload_wav2 ), FUNC( "PLAY_WAV" , "II" , TYPE_INT , modsound_play_wav ), FUNC( "PLAY_WAV" , "III" , TYPE_INT , modsound_play_wav_channel ), FUNC( "STOP_WAV" , "I" , TYPE_INT , modsound_stop_wav ), FUNC( "PAUSE_WAV" , "I" , TYPE_INT , modsound_pause_wav ), FUNC( "RESUME_WAV" , "I" , TYPE_INT , modsound_resume_wav ), FUNC( "IS_PLAYING_WAV" , "I" , TYPE_INT , modsound_is_playing_wav ), FUNC( "FADE_MUSIC_IN" , "III" , TYPE_INT , modsound_fade_music_in ), FUNC( "FADE_MUSIC_OFF" , "I" , TYPE_INT , modsound_fade_music_off ), FUNC( "SET_WAV_VOLUME" , "II" , TYPE_INT , modsound_set_wav_volume ), FUNC( "SET_CHANNEL_VOLUME" , "II" , TYPE_INT , modsound_set_channel_volume ), FUNC( "RESERVE_CHANNELS" , "I" , TYPE_INT , modsound_reserve_channels ), FUNC( "SET_PANNING" , "III" , TYPE_INT , modsound_set_panning ), FUNC( "SET_POSITION" , "III" , TYPE_INT , modsound_set_position ), FUNC( "SET_DISTANCE" , "II" , TYPE_INT , modsound_set_distance ), FUNC( "REVERSE_STEREO" , "II" , TYPE_INT , modsound_reverse_stereo ), FUNC( "SET_MUSIC_POSITION" , "F" , TYPE_INT , modsound_set_music_position ), FUNC( 0 , 0 , 0 , 0 ) }; /* --------------------------------------------------------------------------- */ #endif