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- /*
- THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
- SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
- END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
- ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
- IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
- SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
- FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
- CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
- AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
- COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- /*
- * $Source: f:/miner/source/main/rcs/digi.h $
- * $Revision: 2.0 $
- * $Author: john $
- * $Date: 1995/02/27 11:28:40 $
- *
- * Include file for sound hardware.
- *
- * $Log: digi.h $
- * Revision 2.0 1995/02/27 11:28:40 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.29 1995/02/11 12:42:00 john
- * Added new song method, with FM bank switching..
- *
- * Revision 1.28 1995/02/03 17:08:26 john
- * Changed sound stuff to allow low memory usage.
- * Also, changed so that Sounds isn't an array of digi_sounds, it
- * is a ubyte pointing into GameSounds, this way the digi.c code that
- * locks sounds won't accidentally unlock a sound that is already playing, but
- * since it's Sounds[soundno] is different, it would erroneously be unlocked.
- *
- * Revision 1.27 1995/02/01 22:20:31 john
- * Added digi_is_sound_playing.
- *
- * Revision 1.26 1994/12/20 18:03:51 john
- * Added loop midi flag.
- *
- * Revision 1.25 1994/12/13 00:46:14 john
- * Split digi and midi volume into 2 seperate functions.
- *
- * Revision 1.24 1994/12/10 20:34:53 john
- * Added digi_kill_sound_linked_to_object.
- *
- * Revision 1.23 1994/12/10 15:59:39 mike
- * Fixed bug.
- *
- * Revision 1.22 1994/12/10 15:44:35 john
- * Added max_distance passing for sound objects.
- *
- * Revision 1.21 1994/12/05 12:17:40 john
- * Added code that locks/unlocks digital sounds on demand.
- *
- * Revision 1.20 1994/11/28 18:34:57 john
- * Made the digi_max_channels cut of an old sound instead of
- * not playing a new sound.
- *
- * Revision 1.19 1994/11/14 17:53:56 allender
- * made some digi variables extern
- *
- * Revision 1.18 1994/10/28 14:42:58 john
- * Added sound volumes to all sound calls.
- *
- * Revision 1.17 1994/10/11 15:25:37 john
- * Added new function to play a sound once...
- *
- * Revision 1.16 1994/10/03 20:51:44 john
- * Started added pause sound function; for the network I changed to
- * packet structure a bit; never tested, though.
- *
- *
- * Revision 1.15 1994/10/03 13:09:43 john
- * Added Pause function, but never tested it yet.
- *
- * Revision 1.14 1994/09/30 10:09:24 john
- * Changed sound stuff... made it so the reseting card doesn't hang,
- * made volume change only if sound is installed.
- *
- * Revision 1.13 1994/09/29 21:13:43 john
- * Added Master volumes for digi and midi. Also took out panning,
- * because it doesn't work with MasterVolume stuff.
- *
- * Revision 1.12 1994/09/29 12:42:34 john
- * Added sidenum to keep track of sound pos. Made sound functions
- * not do anything if nosound. Made sounds_init delete currently
- * playing sounds.
- *
- * Revision 1.11 1994/09/29 12:23:42 john
- * Added digi_kill_sound_linked_to_segment function.
- *
- * Revision 1.10 1994/09/29 11:59:04 john
- * Added digi_kill_sound
- *
- * Revision 1.9 1994/09/29 10:37:38 john
- * Added sound objects that dynamicaly change volume,pan.
- *
- * Revision 1.8 1994/09/28 16:18:37 john
- * Added capability to play midi song.
- *
- * Revision 1.7 1994/06/17 18:01:41 john
- * A bunch of new stuff by John
- *
- * Revision 1.6 1994/06/15 19:00:58 john
- * Added the capability to make 3d sounds play just once for the
- * laser hit wall effects.
- *
- * Revision 1.5 1994/06/07 10:54:30 john
- * Made key S reinit the sound system.
- *
- * Revision 1.4 1994/05/09 21:11:39 john
- * Sound changes; pass index instead of pointer to digi routines.
- * Made laser sound cut off the last laser sound.
- *
- * Revision 1.3 1994/04/27 11:44:25 john
- * First version of sound! Yay!
- *
- * Revision 1.2 1994/04/20 21:58:50 john
- * First version of sound stuff... hopefully everything
- * is commented out because it hangs..
- *
- * Revision 1.1 1994/04/15 14:25:02 john
- * Initial revision
- *
- *
- */
- #ifndef _DIGI_H
- #define _DIGI_H
- #include "types.h"
- #include "vecmat.h"
- typedef struct digi_sound {
- int length;
- ubyte * data;
- } digi_sound;
- extern int digi_driver_board;
- extern int digi_driver_port;
- extern int digi_driver_irq;
- extern int digi_driver_dma;
- extern int digi_midi_type;
- extern int digi_midi_port;
- extern int digi_get_settings();
- extern int digi_init();
- extern void digi_reset();
- extern void digi_close();
- // Volume is max at F1_0.
- extern void digi_play_sample( int sndnum, fix max_volume );
- extern void digi_play_sample_once( int sndnum, fix max_volume );
- extern int digi_link_sound_to_object( int soundnum, short objnum, int forever, fix max_volume );
- extern int digi_link_sound_to_pos( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume );
- // Same as above, but you pass the max distance sound can be heard. The old way uses f1_0*256 for max_distance.
- extern int digi_link_sound_to_object2( int soundnum, short objnum, int forever, fix max_volume, fix max_distance );
- extern int digi_link_sound_to_pos2( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume, fix max_distance );
- extern void digi_play_midi_song( char * filename, char * melodic_bank, char * drum_bank, int loop );
- extern void digi_play_sample_3d( int soundno, int angle, int volume, int no_dups ); // Volume from 0-0x7fff
- extern void digi_init_sounds();
- extern void digi_sync_sounds();
- extern void digi_kill_sound_linked_to_segment( int segnum, int sidenum, int soundnum );
- extern void digi_kill_sound_linked_to_object( int objnum );
- extern void digi_set_midi_volume( int mvolume );
- extern void digi_set_digi_volume( int dvolume );
- extern void digi_set_volume( int dvolume, int mvolume );
- extern int digi_is_sound_playing(int soundno);
- extern void digi_pause_all();
- extern void digi_resume_all();
- extern void digi_stop_all();
- extern digi_set_max_channels(int n);
- extern int digi_get_max_channels();
- extern int digi_lomem;
- #endif
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