/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvs/cvsroot/d2x/main/digi.h,v $ * $Revision: 1.1.1.2 $ * $Author: bradleyb $ * $Date: 2001-01-19 03:33:43 $ * * Include file for sound hardware. * * $Log: not supported by cvs2svn $ * Revision 1.2 1999/11/15 10:43:15 sekmu * added freq/br to digi_sound struct for alt sounds * * Revision 1.1.1.1 1999/06/14 22:12:14 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:28:40 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.29 1995/02/11 12:42:00 john * Added new song method, with FM bank switching.. * * Revision 1.28 1995/02/03 17:08:26 john * Changed sound stuff to allow low memory usage. * Also, changed so that Sounds isn't an array of digi_sounds, it * is a ubyte pointing into GameSounds, this way the digi.c code that * locks sounds won't accidentally unlock a sound that is already playing, but * since it's Sounds[soundno] is different, it would erroneously be unlocked. * * Revision 1.27 1995/02/01 22:20:31 john * Added digi_is_sound_playing. * * Revision 1.26 1994/12/20 18:03:51 john * Added loop midi flag. * * Revision 1.25 1994/12/13 00:46:14 john * Split digi and midi volume into 2 seperate functions. * * Revision 1.24 1994/12/10 20:34:53 john * Added digi_kill_sound_linked_to_object. * * Revision 1.23 1994/12/10 15:59:39 mike * Fixed bug. * * Revision 1.22 1994/12/10 15:44:35 john * Added max_distance passing for sound objects. * * Revision 1.21 1994/12/05 12:17:40 john * Added code that locks/unlocks digital sounds on demand. * * Revision 1.20 1994/11/28 18:34:57 john * Made the digi_max_channels cut of an old sound instead of * not playing a new sound. * * Revision 1.19 1994/11/14 17:53:56 allender * made some digi variables extern * * Revision 1.18 1994/10/28 14:42:58 john * Added sound volumes to all sound calls. * * Revision 1.17 1994/10/11 15:25:37 john * Added new function to play a sound once... * * Revision 1.16 1994/10/03 20:51:44 john * Started added pause sound function; for the network I changed to * packet structure a bit; never tested, though. * * * Revision 1.15 1994/10/03 13:09:43 john * Added Pause function, but never tested it yet. * * Revision 1.14 1994/09/30 10:09:24 john * Changed sound stuff... made it so the reseting card doesn't hang, * made volume change only if sound is installed. * * Revision 1.13 1994/09/29 21:13:43 john * Added Master volumes for digi and midi. Also took out panning, * because it doesn't work with MasterVolume stuff. * * Revision 1.12 1994/09/29 12:42:34 john * Added sidenum to keep track of sound pos. Made sound functions * not do anything if nosound. Made sounds_init delete currently * playing sounds. * * Revision 1.11 1994/09/29 12:23:42 john * Added digi_kill_sound_linked_to_segment function. * * Revision 1.10 1994/09/29 11:59:04 john * Added digi_kill_sound * * Revision 1.9 1994/09/29 10:37:38 john * Added sound objects that dynamicaly change volume,pan. * * Revision 1.8 1994/09/28 16:18:37 john * Added capability to play midi song. * * Revision 1.7 1994/06/17 18:01:41 john * A bunch of new stuff by John * * Revision 1.6 1994/06/15 19:00:58 john * Added the capability to make 3d sounds play just once for the * laser hit wall effects. * * Revision 1.5 1994/06/07 10:54:30 john * Made key S reinit the sound system. * * Revision 1.4 1994/05/09 21:11:39 john * Sound changes; pass index instead of pointer to digi routines. * Made laser sound cut off the last laser sound. * * Revision 1.3 1994/04/27 11:44:25 john * First version of sound! Yay! * * Revision 1.2 1994/04/20 21:58:50 john * First version of sound stuff... hopefully everything * is commented out because it hangs.. * * Revision 1.1 1994/04/15 14:25:02 john * Initial revision * * */ #ifndef _DIGI_H #define _DIGI_H #include "pstypes.h" #include "vecmat.h" /* #ifdef __DJGPP__ #define ALLEGRO #endif */ #ifdef ALLEGRO #include "allg_snd.h" typedef SAMPLE digi_sound; #else typedef struct digi_sound { int bits; int freq; int length; ubyte * data; } digi_sound; #endif #define SAMPLE_RATE_11K 11025 #define SAMPLE_RATE_22K 22050 #ifdef __ENV_DJGPP__ extern int digi_driver_board; extern int digi_driver_port; extern int digi_driver_irq; extern int digi_driver_dma; extern int digi_midi_type; extern int digi_midi_port; #endif extern int digi_sample_rate; extern int digi_get_settings(); extern int digi_init(); extern void digi_reset(); extern void digi_close(); int digi_xlat_sound(int sound); // Volume is max at F1_0. extern void digi_play_sample( int sndnum, fix max_volume ); extern void digi_play_sample_once( int sndnum, fix max_volume ); extern int digi_link_sound_to_object( int soundnum, short objnum, int forever, fix max_volume ); extern int digi_link_sound_to_pos( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume ); // Same as above, but you pass the max distance sound can be heard. The old way uses f1_0*256 for max_distance. extern int digi_link_sound_to_object2( int soundnum, short objnum, int forever, fix max_volume, fix max_distance ); extern int digi_link_sound_to_pos2( int soundnum, short segnum, short sidenum, vms_vector * pos, int forever, fix max_volume, fix max_distance ); 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 ); extern void digi_play_midi_song( char * filename, char * melodic_bank, char * drum_bank, int loop ); extern void digi_play_sample_3d( int soundno, int angle, int volume, int no_dups ); // Volume from 0-0x7fff extern void digi_init_sounds(); extern void digi_sync_sounds(); extern void digi_kill_sound_linked_to_segment( int segnum, int sidenum, int soundnum ); extern void digi_kill_sound_linked_to_object( int objnum ); extern void digi_set_midi_volume( int mvolume ); extern void digi_set_digi_volume( int dvolume ); extern void digi_set_volume( int dvolume, int mvolume ); extern int digi_is_sound_playing(int soundno); extern void digi_pause_all(); extern void digi_resume_all(); extern void digi_stop_all(); extern void digi_set_max_channels(int n); extern int digi_get_max_channels(); extern int digi_lomem; extern void digi_pause_digi_sounds(); extern void digi_resume_digi_sounds(); int digi_start_sound(int soundnum, fix volume, fix pan, int unknown1, int unknown2, int unknown3, int unknown4); void digi_stop_sound(int channel); void digi_start_sound_queued( short soundnum, fix volume ); void digi_play_sample_looping( int soundno, fix max_volume,int loop_start, int loop_end ); void digi_stop_looping_sound(void); void digi_change_looping_volume(fix volume); #endif