/* Emacs style mode select -*- C++ -*- *----------------------------------------------------------------------------- * * * PrBoom a Doom port merged with LxDoom and LSDLDoom * based on BOOM, a modified and improved DOOM engine * Copyright (C) 1999 by * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman * Copyright (C) 1999-2000 by * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze * * This program 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. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * DESCRIPTION: * The not so system specific sound interface. * *-----------------------------------------------------------------------------*/ #ifndef __S_SOUND__ #define __S_SOUND__ #ifdef __GNUG__ #pragma interface #endif // // Initializes sound stuff, including volume // Sets channels, SFX and music volume, // allocates channel buffer, sets S_sfx lookup. // void S_Init(int sfxVolume, int musicVolume); // // Per level startup code. // Kills playing sounds at start of level, // determines music if any, changes music. // void S_Start(void); // // Start sound for thing at // using from sounds.h // void S_StartSound(void *origin, int sound_id); // Will start a sound at a given volume. void S_StartSoundAtVolume(void *origin, int sound_id, int volume); // killough 4/25/98: mask used to indicate sound origin is player item pickup #define PICKUP_SOUND (0x8000) // Stop sound for thing at void S_StopSound(void* origin); // Start music using from sounds.h void S_StartMusic(int music_id); // Start music using from sounds.h, and set whether looping void S_ChangeMusic(int music_id, int looping); // Stops the music fer sure. void S_StopMusic(void); // Stop and resume music, during game PAUSE. void S_PauseSound(void); void S_ResumeSound(void); // // Updates music & sounds // void S_UpdateSounds(void* listener); void S_SetMusicVolume(int volume); void S_SetSfxVolume(int volume); // machine-independent sound params extern int default_numChannels; extern int numChannels; //jff 3/17/98 holds last IDMUS number, or -1 extern int idmusnum; #endif