/* * PARSEC HEADER: aud_subh.h */ #ifndef _AUD_SUBH_H_ #define _AUD_SUBH_H_ // ---------------------------------------------------------------------------- // AUDIO SUBSYSTEM (AUD) system-dependent function declarations - // ---------------------------------------------------------------------------- // sound effects playing functions int AUD_DamageRepaired(); int AUD_EnergyBoosted(); int AUD_ExtraCollected( int type ); int AUD_Laser( GenObject *objectpo ); int AUD_Missile( GenObject *objectpo ); int AUD_Mine( GenObject *objectpo ); int AUD_MineCollision(); int AUD_Locked(); int AUD_LowEnergy(); int AUD_MaxedOut( int type ); int AUD_PlayerKilled(); int AUD_Select1(); int AUD_Select2(); int AUD_ShipDestroyed( GenObject *objectpo ); int AUD_Tracking(); int AUD_EnergyExtra(); int AUD_Lightning( ShipObject *shippo ); int AUD_LightningOff( ShipObject *shippo ); int AUD_TrackingBeep(); int AUD_ButtonSlided(); int AUD_SpaceCraftViewerIn(); int AUD_SpaceCraftViewerOut(); int AUD_NewPlayerJoined(); int AUD_SelectLaser( int sellaser ); int AUD_SelectMissile( int selmissile ); int AUD_SlideIn( int type ); int AUD_SlideOut( int type ); int AUD_Countdown( int num ); int AUD_StartThrust( int type ); int AUD_IncomingMissile( int looptime ); int AUD_BootOnBoardComputer(); int AUD_StopOnBoardComputer(); int AUD_StartLaserBeam(); int AUD_StopLaserBeam(); int AUD_EnemyShieldHit(); int AUD_EnemyHullHit(); int AUD_PlayerShieldHit(); int AUD_PlayerHullHit(); int AUD_MineDetector(); int AUD_LowShields(); int AUD_ActivateAfterBurner(); int AUD_DeactivateAfterBurner(); int AUD_SwarmMissiles( Vertex3 *origin, GenObject *dummyobj ); int AUD_SwarmMissilesOff( GenObject *dummypo ); int AUD_PhotonLoading( ShipObject *objectpo ); int AUD_PhotonLoadingOff( ShipObject *objectpo ); int AUD_PhotonFiring( GenObject* objectpo ); int AUD_KillsLeft( int killsleft ); int AUD_EmpBlast( ShipObject *shippo, int level ); int AUD_YouDidIt(); int AUD_YouHaveLost(); int AUD_LiCommenting( int lcid ); int AUD_LiBabbling( int lbid ); int AUD_JimCommenting( int jcid ); int AUD_JimBabbling( int jbid ); int AUD_Helix( ShipObject *shippo ); int AUD_HelixOff( ShipObject *shippo ); int AUD_Teleporter( GenObject* teleporter ); int AUD_TeleporterOff( GenObject* teleporter ); int AUD_SkillAmazing(); int AUD_SkillBrilliant(); // audio api abstraction int AUDs_PlayVoice( int voice, int sound ); int AUDs_PlayVoiceBuffer( int voice, audiowave_t wave, SoundParams_s *params ); int AUDs_SetVoiceVolume( int voice, int volume ); int AUDs_LoadWaveFile( int num ); int AUDs_FreeWaveFile( int num ); int AUDs_CreateAudioVoice( int voice ); int AUDs_CreateAudioData( audiowave_t wave ); int AUDs_WriteAudioData( audiowave_t wave, dword offset, dword count ); int AUDs_DestroyAudioData( audiowave_t wave ); int AUDs_OpenVoices( int num ); int AUDs_CloseVoices(); int AUDs_SetVoicePanning( int voice, int panning ); int AUDs_SetVoiceFrequency( int voice, int freq ); int AUDs_GetVoiceStatus( int voice, int *stopped ); int AUDs_StopVoice( int voice, int finishloop ); int AUDs_UpdateAudio(); // cd audio functions void AUDs_CDInit(); void AUDs_CDKill(); int AUDs_CDOpen( short sCDDrive ); void AUDs_CDClose(); void AUDs_CDPlay( short sTrack, short from, short to ); int AUDs_CDPause(); void AUDs_CDStop(); int AUDs_CDResume(); int AUDs_CDEject(); int AUDs_CDReadTrackInfo(); int AUDs_CDHasMedia(); int AUDs_CDCanPlay( short sTrack ); int AUDs_CDSetVolume( int nVolume ); int AUDs_CDGetVolume(); int AUDs_CDList(); int AUDs_CDGetTrackLength( short sTrack ); // speech functions int AUDs_SpeakString( char *speakstr ); // screen music control functions int AUDs_OpenIntroSound(); int AUDs_CloseIntroSound(); int AUDs_OpenMenuSound(); int AUDs_CloseMenuSound(); int AUDs_OpenCreditsSound(); int AUDs_CloseCreditsSound(); int AUDs_OpenGameSound(); int AUDs_CloseGameSound(); // streaming functions int AUDs_PlayAudioStream( char *fname ); int AUDs_StopAudioStream(); // sound effects memory management void AUDs_LoadAllSoundEffects(); void AUDs_FreeAllSoundEffects(); // volume control void AUDs_MinMusicVolume(); void AUDs_MaxMusicVolume(); void AUDs_FadeMusicVolume(); // needs to be called regularly void AUDs_MaintainSound(); // init functions int AUDs_InitSoundSys(); int AUDs_KillSoundSys(); #endif // _AUD_SUBH_H_