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/*
* Copyright � 2006-2013 SplinterGU (Fenix/Bennugd)
* Copyright � 2002-2006 Fenix Team (Fenix)
* Copyright � 1999-2002 Jos� Luis Cebri�n Pag�e (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
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