scummvm/sword2/sound.h

56 lines
1.8 KiB
C

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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.
*
* $Header$
*/
/*****************************************************************************
* SOUND.H Sound engine
*
* SOUND.CPP Contains the sound engine, fx & music functions
* Some very 'sound' code in here ;)
*
* (16Dec96 JEL)
*
****************************************************************************/
#ifndef SOUND_H
#define SOUND_H
#include "common/scummsys.h"
// fx types
#define FX_SPOT 0
#define FX_LOOP 1
#define FX_RANDOM 2
#define FX_SPOT2 3
void Init_fx_queue(void); // to be called during system initialisation
void Process_fx_queue(void); // to be called from the main loop, once per cycle
void Clear_fx_queue(void); // stops all fx & clears the queue - eg. when leaving a location
void PauseAllSound(void); // James25july97
void UnpauseAllSound(void); // James25july97
void Kill_music(void); // James22aug97
int32 FN_play_music(int32 *params); // for save_Rest.cpp
int32 FN_stop_music(int32 *params);
extern uint32 looping_music_id; // used to store id of tunes that loop, for save & restore
#endif