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diff --git a/src/heretic/i_header.h b/src/heretic/i_header.h
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+#ifndef __I_HEADER_H__
+#define __I_HEADER_H__
+
+#include "DoomDef.h"
+
+//--------
+//SOUND IO
+//--------
+#define FREQ_LOW 0x40
+#define FREQ_NORM 0x80
+#define FREQ_HIGH 0xff
+
+void I_SetMasterVolume(int volume);
+
+void I_TurnOffSfx(void);
+void I_TurnOnSfx(void);
+void I_TurnOffMusic(void);
+void I_TurnOnMusic(void);
+
+// MUSIC I/O
+//
+
+int I_RegisterSong(void *songdata);
+// called by anything that wants to register a song lump with the sound lib
+// calls Paul's function of the similar name to register music only.
+// note that the song data is the same for any sound card and is paul's
+// MUS format. Returns a handle which will be passed to all other music
+// functions.
+
+void I_UnregisterSong(int handle);
+// called by anything which is finished with a song and no longer needs
+// the sound library to be aware of it. All songs should be stopped
+// before calling this, but it will double check and stop it if necessary.
+
+void I_LoopSong(int handle);
+// called by anything that wishes to start music.
+// plays a song, and when the song is done, starts playing it again in
+// an endless loop. the start is faded in over three seconds.
+
+void I_FadeOutSong(int handle, int fotime);
+// called by anything that wishes to stop music.
+// fades out the song over <fotime> milliseconds.
+
+void I_StopSong(int handle);
+// called by anything that wishes to stop music.
+// stops a song abruptly.
+
+// SFX I/O
+//
+
+void *I_GetSoundEffect (char *soundname);
+// called by routines which wish to play a sound effect at some later
+// time. Pass it the lump name of a sound effect WITHOUT the sfx
+// prefix. This means the maximum name length is 7 letters/digits.
+// The prefixes for different sound cards are 'S','M','A', and 'P'.
+// They refer to the card type. The routine will cache in the
+// appropriate sound effect when it is played.
+
+void I_UngetSoundEffect (void *soundset);
+// called by routines which wish to no longer use the sounds at all
+// frees up the associated structure. It stops any currently playing
+// sound effects.
+
+void I_StartSound (channel_t *c, int vol, int sep, int pitch, int priority);
+// Starts a sound in a particular sound channel
+
+void I_UpdateSoundParams(channel_t *c, int vol, int sep, int pitch);
+// Updates the volume, separation, and pitch of a sound channel
+
+void I_StopSound(channel_t *c);
+// Stops a sound channel
+
+int I_SoundIsPlaying(channel_t *c);
+// called by S_*()'s to see if a channel is still playing. Returns 0
+// if no longer playing, 1 if playing.
+
+#endif