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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: i_sound.h 75 2005-09-05 22:50:56Z fraggle $
//
// 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:
//	System interface, sound.
//
//-----------------------------------------------------------------------------

#ifndef __I_SOUND__
#define __I_SOUND__

#include "doomdef.h"

#include "doomstat.h"
#include "sounds.h"



// Init at program start...
void I_InitSound();

// ... update sound buffer and audio device at runtime...
void I_UpdateSound(void);
void I_SubmitSound(void);

// ... shut down and relase at program termination.
void I_ShutdownSound(void);


//
//  SFX I/O
//

// Initialize channels?
void I_SetChannels();

// Get raw data lump index for sound descriptor.
int I_GetSfxLumpNum (sfxinfo_t* sfxinfo );


// Starts a sound in a particular sound channel.
int
I_StartSound
( int		id,
  int           channel,
  int		vol,
  int		sep,
  int		pitch,
  int		priority );


// Stops a sound channel.
void I_StopSound(int handle);

// Called by S_*() functions
//  to see if a channel is still playing.
// Returns 0 if no longer playing, 1 if playing.
int I_SoundIsPlaying(int handle);

// Updates the volume, separation,
//  and pitch of a sound channel.
void
I_UpdateSoundParams
( int		handle,
  int		vol,
  int		sep,
  int		pitch );


//
//  MUSIC I/O
//

void I_InitMusic(void);
void I_ShutdownMusic(void);

// Volume.

void I_SetMusicVolume(int volume);

// PAUSE game handling.

void I_PauseSong(void *handle);
void I_ResumeSong(void *handle);

// Registers a song handle to song data.

void *I_RegisterSong(void *data, int length);

// 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.
// Horrible thing to do, considering.

void I_PlaySong(void *handle, int looping);

// Stops a song over 3 seconds.

void I_StopSong(void *handle);

// See above (register), then think backwards

void I_UnRegisterSong(void *handle);



#endif
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.5  2005/09/05 22:50:56  fraggle
// Add mmus2mid code from prboom.  Use 'void *' for music handles.  Pass
// length of data when registering music.
//
// Revision 1.4  2005/09/05 20:32:18  fraggle
// Use the system-nonspecific sound code to assign the channel number used
// by SDL.  Remove handle tagging stuff.
//
// Revision 1.3  2005/08/04 21:48:32  fraggle
// Turn on compiler optimisation and warning options
// Add SDL_mixer sound code
//
// Revision 1.2  2005/07/23 16:44:55  fraggle
// Update copyright to GNU GPL
//
// Revision 1.1.1.1  2005/07/23 16:20:46  fraggle
// Initial import
//
//
//-----------------------------------------------------------------------------