dxx-rebirth/main/digi.h
Bradley Bell f05dc678f0 This commit was generated by cvs2svn to compensate for changes in r5,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:34:09 +00:00

231 lines
7.5 KiB
C

/*
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