scummvm/sword2/sound.h
Torbjörn Andersson 4fad04846a Changed to use #include "bs2/..." and removed the inclusion of standard C
headers. Most (all?) of the ones we need should probably come from stdafx.h
instead.

svn-id: r10588
2003-10-04 08:07:03 +00:00

65 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
namespace Sword2 {
// fx types
#define FX_SPOT 0
#define FX_LOOP 1
#define FX_RANDOM 2
#define FX_SPOT2 3
// to be called during system initialisation
void Init_fx_queue(void);
// to be called from the main loop, once per cycle
void Process_fx_queue(void);
// stops all fx & clears the queue - eg. when leaving a location
void Clear_fx_queue(void);
void PauseAllSound(void);
void UnpauseAllSound(void);
void Kill_music(void);
int32 FN_play_music(int32 *params); // for save_Rest.cpp
int32 FN_stop_music(int32 *params);
// used to store id of tunes that loop, for save & restore
extern uint32 looping_music_id;
} // End of namespace Sword2
#endif