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- #ifndef __I_HEADER_H__
- #define __I_HEADER_H__
- #include "DoomDef.h"
- //--------
- //SOUND IO
- //--------
- #define FREQ_LOW 0x40
- #define FREQ_NORM 0x80
- #define FREQ_HIGH 0xff
- void I_SetMasterVolume(int volume);
- void I_TurnOffSfx(void);
- void I_TurnOnSfx(void);
- void I_TurnOffMusic(void);
- void I_TurnOnMusic(void);
- // MUSIC I/O
- //
- int I_RegisterSong(void *songdata);
- // called by anything that wants to register a song lump with the sound lib
- // calls Paul's function of the similar name to register music only.
- // note that the song data is the same for any sound card and is paul's
- // MUS format. Returns a handle which will be passed to all other music
- // functions.
- void I_UnregisterSong(int handle);
- // called by anything which is finished with a song and no longer needs
- // the sound library to be aware of it. All songs should be stopped
- // before calling this, but it will double check and stop it if necessary.
- void I_LoopSong(int handle);
- // 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. the start is faded in over three seconds.
- void I_FadeOutSong(int handle, int fotime);
- // called by anything that wishes to stop music.
- // fades out the song over <fotime> milliseconds.
- void I_StopSong(int handle);
- // called by anything that wishes to stop music.
- // stops a song abruptly.
- // SFX I/O
- //
- void *I_GetSoundEffect (char *soundname);
- // called by routines which wish to play a sound effect at some later
- // time. Pass it the lump name of a sound effect WITHOUT the sfx
- // prefix. This means the maximum name length is 7 letters/digits.
- // The prefixes for different sound cards are 'S','M','A', and 'P'.
- // They refer to the card type. The routine will cache in the
- // appropriate sound effect when it is played.
- void I_UngetSoundEffect (void *soundset);
- // called by routines which wish to no longer use the sounds at all
- // frees up the associated structure. It stops any currently playing
- // sound effects.
- void I_StartSound (channel_t *c, int vol, int sep, int pitch, int priority);
- // Starts a sound in a particular sound channel
- void I_UpdateSoundParams(channel_t *c, int vol, int sep, int pitch);
- // Updates the volume, separation, and pitch of a sound channel
- void I_StopSound(channel_t *c);
- // Stops a sound channel
- int I_SoundIsPlaying(channel_t *c);
- // called by S_*()'s to see if a channel is still playing. Returns 0
- // if no longer playing, 1 if playing.
- #endif
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