1 /* Emacs style mode select   -*- C++ -*-
2  *-----------------------------------------------------------------------------
3  *
4  *
5  *  PrBoom: a Doom port merged with LxDoom and LSDLDoom
6  *  based on BOOM, a modified and improved DOOM engine
7  *  Copyright (C) 1999 by
8  *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
9  *  Copyright (C) 1999-2000 by
10  *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
11  *  Copyright 2005, 2006 by
12  *  Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
13  *
14  *  This program is free software; you can redistribute it and/or
15  *  modify it under the terms of the GNU General Public License
16  *  as published by the Free Software Foundation; either version 2
17  *  of the License, or (at your option) any later version.
18  *
19  *  This program is distributed in the hope that it will be useful,
20  *  but WITHOUT ANY WARRANTY; without even the implied warranty of
21  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
22  *  GNU General Public License for more details.
23  *
24  *  You should have received a copy of the GNU General Public License
25  *  along with this program; if not, write to the Free Software
26  *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
27  *  02111-1307, USA.
28  *
29  * DESCRIPTION:
30  *      The not so system specific sound interface.
31  *
32  *-----------------------------------------------------------------------------*/
33 
34 #ifndef __S_SOUND__
35 #define __S_SOUND__
36 
37 //
38 // Initializes sound stuff, including volume
39 // Sets channels, SFX and music volume,
40 //  allocates channel buffer, sets S_sfx lookup.
41 //
42 void S_Init(int sfxVolume, int musicVolume);
43 
44 // Kills all sounds
45 void S_Stop(void);
46 
47 //
48 // Per level startup code.
49 // Kills playing sounds at start of level,
50 //  determines music if any, changes music.
51 //
52 void S_Start(void);
53 
54 //
55 // Start sound for thing at <origin>
56 //  using <sound_id> from sounds.h
57 //
58 void S_StartSound(void *origin, int sound_id);
59 
60 // Will start a sound at a given volume.
61 void S_StartSoundAtVolume(void *origin, int sound_id, int volume);
62 
63 // killough 4/25/98: mask used to indicate sound origin is player item pickup
64 #define PICKUP_SOUND (0x8000)
65 
66 // Stop sound for thing at <origin>
67 void S_StopSound(void* origin);
68 
69 // Start music using <music_id> from sounds.h
70 void S_StartMusic(int music_id);
71 
72 // Start music using <music_id> from sounds.h, and set whether looping
73 void S_ChangeMusic(int music_id, int looping);
74 void S_ChangeMusicByName(char* lumpname, int looping);
75 
76 // Stops the music fer sure.
77 void S_StopMusic(void);
78 
79 // Stop and resume music, during game PAUSE.
80 void S_PauseSound(void);
81 void S_ResumeSound(void);
82 
83 //
84 // Updates music & sounds
85 //
86 void S_UpdateSounds(void* listener);
87 void S_SetMusicVolume(int volume);
88 void S_SetSfxVolume(int volume);
89 
90 // machine-independent sound params
91 extern int default_numChannels;
92 extern int numChannels;
93 
94 //jff 3/17/98 holds last IDMUS number, or -1
95 extern int idmusnum;
96 
97 #endif
98