prosperon/source/engine/sound/sound.h

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#ifndef SOUND_H
#define SOUND_H
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#include "cbuf.h"
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typedef float soundbyte;
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struct soundstream {
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struct circbuf *buf;
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};
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struct soundstream *soundstream_make();
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/* A bookmark into a wav, actually playing the sound */
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struct sound {
int loop; /* How many times to loop */
unsigned int frame; /* Pointing to the current frame on the wav */
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int playing;
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float gain;
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struct wav *data;
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struct bus *bus;
void (*endcb)(struct sound*);
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};
/* Represents a sound file source, fulled loaded*/
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struct wav {
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unsigned int ch;
unsigned int samplerate;
unsigned long long frames;
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float gain; /* In dB */
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soundbyte *data;
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};
/* Represents a sound file stream */
struct mp3 {
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};
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void sound_init();
void audio_open(const char *device);
void audio_close();
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void sound_fillbuf(struct sound *s, soundbyte *buf, int n);
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struct wav *make_sound(const char *wav);
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void free_sound(const char *wav);
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void wav_norm_gain(struct wav *w, double lv);
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struct sound *play_sound(struct wav *wav);
void play_oneshot(struct wav *wav);
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int sound_playing(const struct sound *s);
int sound_paused(const struct sound *s);
int sound_stopped(const struct sound *s);
int sound_finished(const struct sound *s);
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void sound_pause(struct sound *s);
void sound_resume(struct sound *s);
void sound_stop(struct sound *s);
struct mp3 make_mp3(const char *mp3);
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const char *get_audio_driver();
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void soundstream_fillbuf(struct soundstream *stream, soundbyte *buf, int n);
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void close_audio_device(int device);
int open_device(const char *adriver);
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float short2db(short val);
short db2short(float db);
short short_gain(short val, float db);
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float pct2db(float pct);
float pct2mult(float pct);
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void audio_init();
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#endif