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/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* 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:
* The not so system specific sound interface.
*
*-----------------------------------------------------------------------------*/
#ifndef __S_SOUND__
#define __S_SOUND__
#ifdef __GNUG__
#pragma interface
#endif
//
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
// allocates channel buffer, sets S_sfx lookup.
//
void S_Init(int sfxVolume, int musicVolume);
//
// Per level startup code.
// Kills playing sounds at start of level,
// determines music if any, changes music.
//
void S_Start(void);
//
// Start sound for thing at <origin>
// using <sound_id> from sounds.h
//
void S_StartSound(void *origin, int sound_id);
// Will start a sound at a given volume.
void S_StartSoundAtVolume(void *origin, int sound_id, int volume);
// killough 4/25/98: mask used to indicate sound origin is player item pickup
#define PICKUP_SOUND (0x8000)
// Stop sound for thing at <origin>
void S_StopSound(void* origin);
// Start music using <music_id> from sounds.h
void S_StartMusic(int music_id);
// Start music using <music_id> from sounds.h, and set whether looping
void S_ChangeMusic(int music_id, int looping);
// Stops the music fer sure.
void S_StopMusic(void);
// Stop and resume music, during game PAUSE.
void S_PauseSound(void);
void S_ResumeSound(void);
//
// Updates music & sounds
//
void S_UpdateSounds(void* listener);
void S_SetMusicVolume(int volume);
void S_SetSfxVolume(int volume);
// machine-independent sound params
extern int default_numChannels;
extern int numChannels;
//jff 3/17/98 holds last IDMUS number, or -1
extern int idmusnum;
#endif
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