dxx-rebirth/common/main/digi.h

183 lines
5.2 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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.
*/
/*
*
* Include file for sound hardware.
*
*/
#pragma once
#include <SDL_version.h>
#include <type_traits>
#include "pstypes.h"
#ifdef __cplusplus
#include "dxxsconf.h"
#include "dsx-ns.h"
#include "fwd-object.h"
#include "fwd-segment.h"
#include <utility>
#ifdef dsx
namespace dcx {
enum class sound_pan : int;
struct sound_object;
extern int digi_volume;
enum class sound_stack : uint8_t
{
allow_stacking,
cancel_previous,
};
}
namespace dsx {
struct digi_sound
{
int freq;
int length;
uint8_t * data;
};
extern int digi_init();
extern void digi_close();
// 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 );
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
void digi_link_sound_to_object(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once);
void digi_kill_sound_linked_to_segment(vmsegidx_t segnum, sidenum_t sidenum, int soundnum);
void digi_link_sound_to_pos(unsigned soundnum, vcsegptridx_t segnum, sidenum_t sidenum, const 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.
void digi_link_sound_to_object2(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once, vm_distance max_distance);
void digi_link_sound_to_object3(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once, vm_distance max_distance, int loop_start, int loop_end);
void digi_kill_sound_linked_to_object(vcobjptridx_t);
#endif
void digi_play_sample_3d(int soundno, sound_pan angle, int volume); // Volume from 0-0x7fff
extern void digi_init_sounds();
extern void digi_sync_sounds();
extern void digi_set_digi_volume( int dvolume );
extern void digi_pause_digi_sounds();
extern void digi_resume_digi_sounds();
extern int digi_xlat_sound(int soundno);
extern void digi_stop_sound( int channel );
// Volume 0-F1_0
constexpr sound_object *sound_object_none = nullptr;
int digi_start_sound(short soundnum, fix volume, sound_pan pan, int looping, int loop_start, int loop_end, sound_object *);
// Stops all sounds that are playing
void digi_stop_all_channels();
void digi_stop_digi_sounds();
extern void digi_end_sound( int channel );
void digi_set_channel_pan(int channel, sound_pan pan);
extern void digi_set_channel_volume( int channel, int volume );
extern int digi_is_channel_playing(int channel);
extern void digi_play_sample_looping( int soundno, fix max_volume,int loop_start, int loop_end );
extern void digi_change_looping_volume( fix volume );
extern void digi_stop_looping_sound();
// Plays a queued voice sound.
extern void digi_start_sound_queued( short soundnum, fix volume );
// Following declarations are for the runtime switching system
#define SAMPLE_RATE_11K 11025
#define SAMPLE_RATE_22K 22050
#define SAMPLE_RATE_44K 44100
#define SDLMIXER_SYSTEM 1
#define SDLAUDIO_SYSTEM 2
#define MUSIC_TYPE_NONE 0
#define MUSIC_TYPE_BUILTIN 1
#if DXX_USE_SDL_REDBOOK_AUDIO
#define MUSIC_TYPE_REDBOOK 2
#endif
#define MUSIC_TYPE_CUSTOM 3
#define SOUND_MAX_VOLUME F1_0 / 2
#if defined(DXX_BUILD_DESCENT_I)
extern int digi_sample_rate;
#endif
extern int Dont_start_sound_objects;
extern int SoundQ_channel;
void digi_select_system();
#ifdef _WIN32
// Windows native-MIDI stuff.
void digi_win32_set_midi_volume( int mvolume );
int digi_win32_play_midi_song(const char * filename, int loop );
void digi_win32_pause_midi_song();
void digi_win32_resume_midi_song();
void digi_win32_stop_midi_song();
#endif
void digi_end_soundobj(sound_object &);
void SoundQ_end();
#ifndef NDEBUG
int verify_sound_channel_free( int channel );
#endif
}
namespace dsx {
class RAIIdigi_sound
{
static constexpr auto invalid_channel = std::integral_constant<int, -1>{};
int channel = invalid_channel;
static void stop(int channel)
{
if (channel != invalid_channel)
digi_stop_sound(channel);
}
public:
~RAIIdigi_sound()
{
stop(channel);
}
void reset(int c = invalid_channel)
{
stop(std::exchange(channel, c));
}
operator int() const = delete;
explicit operator bool() const
{
return channel != invalid_channel;
}
};
}
#endif
#endif