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/*
** Gobliiins 1
** Original game by CoktelVision
**
** Reverse engineered by Ivan Dubrov <WFrag@yandex.ru>
**
*/
#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
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