Move */main/digi.h -> common/main/digi.h
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@ -46,7 +46,9 @@ extern int digi_link_sound_to_pos( int soundnum, short segnum, short sidenum, vm
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extern int digi_link_sound_to_object2( int soundnum, short objnum, int forever, fix max_volume, fix max_distance );
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extern int digi_link_sound_to_pos2( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume, fix max_distance );
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#if defined(DXX_BUILD_DESCENT_II)
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extern int digi_link_sound_to_object3( int org_soundnum, short objnum, int forever, fix max_volume, fix max_distance, int loop_start, int loop_end );
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#endif
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extern void digi_play_sample_3d( int soundno, int angle, int volume, int no_dups ); // Volume from 0-0x7fff
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@ -1,126 +0,0 @@
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Include file for sound hardware.
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*
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*/
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#ifndef _DIGI_H
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#define _DIGI_H
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#include "pstypes.h"
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#include "vecmat.h"
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typedef struct digi_sound {
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int bits;
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int freq;
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int length;
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ubyte * data;
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} digi_sound;
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extern int digi_get_settings();
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extern int digi_init();
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extern void digi_reset();
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extern void digi_close();
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// Volume is max at F1_0.
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extern void digi_play_sample( int sndnum, fix max_volume );
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extern void digi_play_sample_once( int sndnum, fix max_volume );
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extern int digi_link_sound_to_object( int soundnum, short objnum, int forever, fix max_volume );
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extern int digi_link_sound_to_pos( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume );
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// Same as above, but you pass the max distance sound can be heard. The old way uses f1_0*256 for max_distance.
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extern int digi_link_sound_to_object2( int soundnum, short objnum, int forever, fix max_volume, fix max_distance );
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extern int digi_link_sound_to_pos2( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume, fix max_distance );
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extern void digi_play_sample_3d( int soundno, int angle, int volume, int no_dups ); // Volume from 0-0x7fff
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extern void digi_init_sounds();
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extern void digi_sync_sounds();
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extern void digi_kill_sound_linked_to_segment( int segnum, int sidenum, int soundnum );
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extern void digi_kill_sound_linked_to_object( int objnum );
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extern void digi_set_digi_volume( int dvolume );
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extern void digi_set_volume( int dvolume );
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extern int digi_is_sound_playing(int soundno);
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extern void digi_pause_digi_sounds();
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extern void digi_resume_digi_sounds();
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extern void digi_set_max_channels(int n);
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extern int digi_get_max_channels();
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extern int digi_xlat_sound(int soundno);
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extern void digi_stop_sound( int channel );
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// Volume 0-F1_0
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extern int digi_start_sound(short soundnum, fix volume, int pan, int looping, int loop_start, int loop_end, int soundobj);
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// Stops all sounds that are playing
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void digi_stop_all_channels();
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void digi_stop_digi_sounds();
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extern void digi_end_sound( int channel );
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extern void digi_set_channel_pan( int channel, int pan );
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extern void digi_set_channel_volume( int channel, int volume );
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extern int digi_is_channel_playing(int channel);
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extern void digi_debug();
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extern void digi_play_sample_looping( int soundno, fix max_volume,int loop_start, int loop_end );
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extern void digi_change_looping_volume( fix volume );
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extern void digi_stop_looping_sound();
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// Plays a queued voice sound.
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extern void digi_start_sound_queued( short soundnum, fix volume );
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// Following declarations are for the runtime switching system
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#define SAMPLE_RATE_11K 11025
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#define SAMPLE_RATE_22K 22050
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#define SAMPLE_RATE_44K 44100
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#define SDLMIXER_SYSTEM 1
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#define SDLAUDIO_SYSTEM 2
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#define MUSIC_TYPE_NONE 0
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#define MUSIC_TYPE_BUILTIN 1
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#define MUSIC_TYPE_REDBOOK 2
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#define MUSIC_TYPE_CUSTOM 3
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// play-order definitions for custom music
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#define MUSIC_CM_PLAYORDER_CONT 0
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#define MUSIC_CM_PLAYORDER_LEVEL 1
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#define MUSIC_CM_PLAYORDER_RAND 2
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#define SOUND_MAX_VOLUME F1_0 / 2
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extern int digi_volume;
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extern int digi_sample_rate;
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void digi_select_system(int);
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#ifdef _WIN32
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// Windows native-MIDI stuff.
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void digi_win32_set_midi_volume( int mvolume );
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int digi_win32_play_midi_song( char * filename, int loop );
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void digi_win32_pause_midi_song();
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void digi_win32_resume_midi_song();
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void digi_win32_stop_midi_song();
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#endif
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#endif
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