warzone2100/lib/sound/tracklib.h

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/***************************************************************************/
/*
* Library-specific sound library functions;
* these need to be re-written for each library.
*/
/***************************************************************************/
#ifndef _TRACKLIB_H_
#define _TRACKLIB_H_
/***************************************************************************/
#include "track.h"
/***************************************************************************/
#define KHZ22 (22050L)
#define KHZ11 (11025L)
#define MAX_AUDIO_SAMPLES 20
#undef USE_COMPRESSED_SPEECH
/***************************************************************************/
BOOL sound_InitLibrary( void );
void sound_ShutdownLibrary( void );
BOOL sound_ReadTrackFromFile( TRACK * psTrack, signed char szFileName[] );
BOOL sound_ReadTrackFromBuffer( TRACK * psTrack, void *pBuffer,
UDWORD udwSize );
void sound_FreeTrack( TRACK * psTrack );
BOOL sound_Play2DSample( TRACK * psTrack, AUDIO_SAMPLE * psSample,
BOOL bQueued );
BOOL sound_Play3DSample( TRACK * psTrack, AUDIO_SAMPLE * psSample );
void sound_StopSample( UDWORD iSample );
void sound_PauseSample( AUDIO_SAMPLE * psSample );
void sound_ResumeSample( AUDIO_SAMPLE * psSample );
BOOL sound_PlayStream( AUDIO_SAMPLE *psSample, char szFileName[],
SDWORD iVol );
void sound_SetSamplePan( AUDIO_SAMPLE * psSample, SDWORD iPan );
void sound_SetSampleFreq( AUDIO_SAMPLE * psSample, SDWORD iFreq );
void sound_SetSampleVol( AUDIO_SAMPLE * psSample, SDWORD iVol,
BOOL bScale3D );
void sound_SetSampleVolAll( int iVol );
int sound_GetMaxVolume( void );
int sound_GetNumSamples( void );
BOOL sound_SampleIsFinished( AUDIO_SAMPLE * psSample );
BOOL sound_QueueSamplePlaying( void );
void sound_SetPlayerPos( SDWORD iX, SDWORD iY, SDWORD iZ );
void sound_SetPlayerOrientation( SDWORD iX, SDWORD iY, SDWORD iZ );
void sound_SetObjectPosition( SDWORD iSample,
SDWORD iX, SDWORD iY, SDWORD iZ );
void * sound_GetObject( SDWORD iSample );
void sound_SetObject( SDWORD iSample, void *pObj );
void sound_SetCallback( SDWORD iSample, AUDIO_CALLBACK pCallBack );
void sound_PauseAll( void );
void sound_ResumeAll( void );
void sound_StopAll( void );
void sound_Update( void );
UDWORD sound_GetGameTime( void );
LPDIRECTSOUND sound_GetDirectSoundObj( void );
/***************************************************************************/
#endif // _TRACKLIB_H_
/***************************************************************************/