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 #ifdef __GNUG__
38 #pragma interface
39 #endif
40 
41 //
42 // Initializes sound stuff, including volume
43 // Sets channels, SFX and music volume,
44 //  allocates channel buffer, sets S_sfx lookup.
45 //
46 void S_Init(int sfxVolume, int musicVolume);
47 
48 // Kills all sounds
49 void S_Stop(void);
50 
51 //
52 // Per level startup code.
53 // Kills playing sounds at start of level,
54 //  determines music if any, changes music.
55 //
56 void S_Start(void);
57 
58 //
59 // Start sound for thing at <origin>
60 //  using <sound_id> from sounds.h
61 //
62 void S_StartSound(void *origin, int sound_id);
63 
64 // Will start a sound at a given volume.
65 void S_StartSoundAtVolume(void *origin, int sound_id, int volume);
66 
67 // killough 4/25/98: mask used to indicate sound origin is player item pickup
68 #define PICKUP_SOUND (0x8000)
69 
70 // Stop sound for thing at <origin>
71 void S_StopSound(void* origin);
72 
73 // Start music using <music_id> from sounds.h
74 void S_StartMusic(int music_id);
75 
76 // Start music using <music_id> from sounds.h, and set whether looping
77 void S_ChangeMusic(int music_id, int looping);
78 
79 // Stops the music fer sure.
80 void S_StopMusic(void);
81 
82 // Stop and resume music, during game PAUSE.
83 void S_PauseSound(void);
84 void S_ResumeSound(void);
85 
86 //
87 // Updates music & sounds
88 //
89 void S_UpdateSounds(void* listener);
90 void S_SetMusicVolume(int volume);
91 void S_SetSfxVolume(int volume);
92 
93 // machine-independent sound params
94 extern int default_numChannels;
95 extern int numChannels;
96 
97 //jff 3/17/98 holds last IDMUS number, or -1
98 extern int idmusnum;
99 
100 #endif
101