warzone2100/lib/sound/tracklib.h

72 lines
2.5 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2011 Warzone 2100 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
*/
/** \file
* Library-specific sound library functions;
* these need to be re-written for each library.
*/
#ifndef __INCLUDED_LIB_SOUND_TRACKLIB_H__
#define __INCLUDED_LIB_SOUND_TRACKLIB_H__
#include "track.h"
#include "lib/framework/vector.h"
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(AUDIO_SAMPLE* psSample);
void sound_PauseSample( AUDIO_SAMPLE * psSample );
void sound_ResumeSample( AUDIO_SAMPLE * psSample );
AUDIO_STREAM* sound_PlayStream(PHYSFS_file* PHYSFS_fileHandle, float volume, void (*onFinished)(void*), void* user_data);
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(Vector3f pos);
void sound_SetPlayerOrientationVector(Vector3f forward, Vector3f up);
void sound_SetPlayerOrientation(float angle);
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 );
unsigned int sound_GetActiveSamplesCount(void);
UDWORD sound_GetGameTime( void );
#endif // __INCLUDED_LIB_SOUND_TRACKLIB_H__