/* ** Gobliiins 1 ** Original game by CoktelVision ** ** Reverse engineered by Ivan Dubrov ** */ #ifndef __SOUND_H #define __SOUND_H namespace Gob { int16 snd_checkProAudio(void); int16 snd_checkAdlib(void); int16 snd_checkBlaster(void); void snd_setBlasterPort(int16 port); void snd_speakerOn(int16 frequency); void snd_speakerOff(void); void snd_stopSound(int16 arg); void snd_setResetTimerFlag(char flag); extern int16 snd_soundPort; extern char snd_playingSound; typedef void (*CleanupFuncPtr) (int16); extern CleanupFuncPtr snd_cleanupFunc; void snd_writeAdlib(int16 port, int16 data); typedef struct Snd_SoundDesc { char *data; int32 size; int16 timerTicks; int16 inClocks; int16 frequency; int16 flag; } Snd_SoundDesc; void snd_playSample(Snd_SoundDesc * soundDesc, int16 repCount, int16 frequency); Snd_SoundDesc *snd_loadSoundData(const char *path); void snd_freeSoundData(Snd_SoundDesc * sndDesc); void snd_playComposition(Snd_SoundDesc ** samples, int16 *composit, int16 freqVal); void snd_waitEndPlay(void); } // End of namespace Gob #endif