warzone2100/lib/sound/tracklib.h

88 lines
2.9 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 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.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/***************************************************************************/
/*
* 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
/***************************************************************************/
BOOL sound_InitLibrary( void );
void sound_ShutdownLibrary( void );
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, const char szFileName[],
SDWORD iVol );
void sound_SetSampleFreq( AUDIO_SAMPLE * psSample, SDWORD iFreq );
void sound_SetSampleVol( AUDIO_SAMPLE * psSample, SDWORD iVol,
BOOL bScale3D );
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( AUDIO_SAMPLE *psSample );
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 );
/***************************************************************************/
#endif // _TRACKLIB_H_
/***************************************************************************/