93 lines
3.1 KiB
C
93 lines
3.1 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/***************************************************************************/
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/*
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* Library-specific sound library functions;
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* these need to be re-written for each library.
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*/
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/***************************************************************************/
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#ifndef _TRACKLIB_H_
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#define _TRACKLIB_H_
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/***************************************************************************/
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#include "track.h"
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/***************************************************************************/
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#define KHZ22 (22050L)
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#define KHZ11 (11025L)
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#define MAX_AUDIO_SAMPLES 20
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/***************************************************************************/
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BOOL sound_InitLibrary( void );
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void sound_ShutdownLibrary( void );
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void sound_FreeTrack( TRACK * psTrack );
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BOOL sound_Play2DSample( TRACK * psTrack, AUDIO_SAMPLE * psSample,
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BOOL bQueued );
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BOOL sound_Play3DSample( TRACK * psTrack, AUDIO_SAMPLE * psSample );
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void sound_StopSample( UDWORD iSample );
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void sound_PauseSample( AUDIO_SAMPLE * psSample );
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void sound_ResumeSample( AUDIO_SAMPLE * psSample );
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BOOL sound_PlayStream( AUDIO_SAMPLE *psSample, const char szFileName[],
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SDWORD iVol );
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void sound_SetSamplePan( AUDIO_SAMPLE * psSample, SDWORD iPan );
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void sound_SetSampleFreq( AUDIO_SAMPLE * psSample, SDWORD iFreq );
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void sound_SetSampleVol( AUDIO_SAMPLE * psSample, SDWORD iVol,
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BOOL bScale3D );
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void sound_SetSampleVolAll( int iVol );
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int sound_GetMaxVolume( void );
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int sound_GetNumSamples( void );
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BOOL sound_SampleIsFinished( AUDIO_SAMPLE * psSample );
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BOOL sound_QueueSamplePlaying( void );
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void sound_SetPlayerPos( SDWORD iX, SDWORD iY, SDWORD iZ );
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void sound_SetPlayerOrientation( SDWORD iX, SDWORD iY, SDWORD iZ );
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void sound_SetObjectPosition( SDWORD iSample,
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SDWORD iX, SDWORD iY, SDWORD iZ );
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void * sound_GetObject( SDWORD iSample );
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void sound_SetObject( SDWORD iSample, void *pObj );
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void sound_SetCallback( SDWORD iSample, AUDIO_CALLBACK pCallBack );
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void sound_PauseAll( void );
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void sound_ResumeAll( void );
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void sound_StopAll( void );
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void sound_Update( void );
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UDWORD sound_GetGameTime( void );
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/***************************************************************************/
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#endif // _TRACKLIB_H_
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/***************************************************************************/
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