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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2008 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.
//
//-----------------------------------------------------------------------------
#ifndef __I_HEADER_H__
#define __I_HEADER_H__
#include "h2def.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
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