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86 lines
3.0 KiB
C++
86 lines
3.0 KiB
C++
// Audio streaming function prototypes:
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// mjd jan 2001
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#ifndef __P_MUSIC_H__
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#define __P_MUSIC_H__
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#include <dolphin.h>
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#include <gel/music/music.h>
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#include <dolphin/mix.h>
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namespace Pcm
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{
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// allows one channel for music, another for audio:
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enum{
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EXTRA_CHANNEL,
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MUSIC_CHANNEL,
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};
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// Onetime call once upon loading the game...
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void PCMAudio_Init( void );
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// Call every frame to make sure music and stream buffers are loaded and current status is checked each frame...
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int PCMAudio_Update( void );
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// Load a track and start it playing...
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// You wanna loop a track? Wait until this track is done, and PLAY IT AGAIN SAM!
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bool PCMAudio_PlayMusicTrack( const char *filename, bool preload = false );
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bool PCMAudio_PlayStream( uint32 checksum, int whichStream, float volumeL, float volumeR, float pitch, bool preload = false );
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// keep song loaded, stop playing it (or continue playing paused song)
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void PCMAudio_Pause( bool pause = true, int ch = MUSIC_CHANNEL );
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void PCMAudio_PauseStream( bool pause, int whichStream );
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void PCMAudio_StopMusic( bool waitPlease );
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void PCMAudio_StopStream( int whichStream, bool waitPlease = true );
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void PCMAudio_StopStreams( void );
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// Preload streams. By preloading, you can guarantee they will start at a certain time.
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bool PCMAudio_PreLoadStream( uint32 checksum, int whichStream );
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bool PCMAudio_PreLoadStreamDone( int whichStream );
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bool PCMAudio_StartPreLoadedStream( int whichStream, float volumeL, float volumeR, float pitch );
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// Preload music streams. By preloading, you can guarantee they will start at a certain time.
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bool PCMAudio_PreLoadMusicStream( uint32 checksum );
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bool PCMAudio_PreLoadMusicStreamDone( void );
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bool PCMAudio_StartPreLoadedMusicStream( void );
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// set the music volume ( 0 to 100 )
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int PCMAudio_SetMusicVolume( float volume );
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bool PCMAudio_SetStreamVolume( float volumeL, float volumeR, int whichStream );
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bool PCMAudio_SetStreamPitch( float pitch, int whichStream );
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//int PCMAudio_SetStreamVolumeAndPitch( float volumeL, float volumeR, float pitch, int whichStream );
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void PCMAudio_SetStreamGlobalVolume( unsigned int volume );
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enum{
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PCM_STATUS_FREE = ( 1 << 0 ),
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PCM_STATUS_PLAYING = ( 1 << 1 ),
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PCM_STATUS_LOADING = ( 1 << 2 ),
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};
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// Return one of the PCM_STATUS values from above...
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int PCMAudio_GetMusicStatus( );
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int PCMAudio_GetStreamStatus( int whichStream );
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// preload any CD location info (to avoid a hitch in framerate on PS2):
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unsigned int PCMAudio_GetCDLocation( const char *pTrackName );
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bool PCMAudio_TrackExists( const char *pTrackName, int ch );
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bool PCMAudio_LoadMusicHeader( const char *nameOfFile );
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bool PCMAudio_LoadStreamHeader( const char *nameOfFile );
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uint32 PCMAudio_FindNameFromChecksum( uint32 checksum, int ch );
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// borrow this memory for the movies and shit...
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int PCMAudio_GetIopMemory( void );
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void setDolby( AXPB * p_pb, AXVPB * p_vpb, float volL, float volR, unsigned int pitch = 0, bool set_pitch = false, float volume_percent = 100.0f );
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} // namespace PCM
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#endif // __P_MUSIC_H__
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