2 * $Logfile: /Freespace2/code/Sound/Sound.h $
7 * <insert description of file here>
10 * Revision 1.3 2002/05/31 07:24:28 relnev
13 * Revision 1.2 2002/05/07 03:16:43 theoddone33
14 * The Great Newline Fix
16 * Revision 1.1.1.1 2002/05/03 03:28:12 root
20 * 6 9/08/99 3:22p Dave
21 * Updated builtin mission list.
23 * 5 8/27/99 6:38p Alanl
24 * crush the blasted repeating messages bug
26 * 4 6/18/99 5:16p Dave
27 * Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD
28 * dialog to PXO screen.
30 * 3 5/23/99 8:11p Alanl
31 * Added support for EAX
33 * 2 10/07/98 10:54a Dave
36 * 1 10/07/98 10:51a Dave
38 * 30 5/12/98 5:39p Lawrance
39 * Increase MAX_SOUNDS to 175.. to account for missions with lots of voice
41 * 29 5/12/98 2:43p Lawrance
42 * Make snd_time_remaining() work for arbitrary format
44 * 28 4/13/98 5:04p Lawrance
45 * Write functions to determine how many milliseconds are left in a sound
47 * 27 3/29/98 12:56a Lawrance
48 * preload the warp in and explosions sounds before a mission.
50 * 26 3/25/98 6:10p Lawrance
51 * Work on DirectSound3D
53 * 25 3/23/98 10:34a Lawrance
54 * fix parameter in snd_size()
56 * 24 3/23/98 10:32a Lawrance
57 * Add functions for extracting raw sound data
59 * 23 3/21/98 3:34p Lawrance
60 * Allow 3d sounds to have their ranges modified dynamically
62 * 22 3/19/98 5:36p Lawrance
63 * Add some sound debug functions to see how many sounds are playing, and
64 * to start/stop random looping sounds.
66 * 21 3/17/98 5:55p Lawrance
67 * Support object-linked sounds for asteroids.
69 * 20 2/20/98 8:32p Lawrance
70 * Add radius parm to sound_play_3d()
72 * 19 1/07/98 11:08a Lawrance
73 * pass priority to snd_play_raw()
75 * 18 12/05/97 5:19p Lawrance
76 * re-do sound priorities to make more general and extensible
78 * 17 11/20/97 5:36p Dave
79 * Hooked in a bunch of main hall changes (including sound). Made it
80 * possible to reposition (rewind/ffwd)
81 * sound buffer pointers. Fixed animation direction change framerate
84 * 16 11/20/97 1:06a Lawrance
85 * Add Master_voice_volume, make voices play back at correctly scaled
88 * 15 10/14/97 11:33p Lawrance
91 * 14 10/13/97 7:41p Lawrance
92 * store duration of sound
94 * 13 10/01/97 5:55p Lawrance
95 * change call to snd_play_3d() to allow for arbitrary listening position
97 * 12 7/15/97 11:15a Lawrance
98 * limit the max instances of simultaneous sound effects, implement
99 * priorities to force critical sounds
101 * 11 6/12/97 5:16p Lawrance
102 * allow snd_play_looping to take just one parm
104 * 10 6/09/97 11:50p Lawrance
105 * integrating DirectSound3D
107 * 9 6/05/97 11:25a Lawrance
108 * use sound signatures to ensure correct sound is loaded
110 * 8 6/05/97 1:36a Lawrance
111 * using a new interface to play sounds
113 * 7 6/05/97 1:08a Lawrance
114 * new sound play interface
116 * 6 6/02/97 1:45p Lawrance
117 * implementing hardware mixing
119 * 5 5/29/97 3:32p Lawrance
120 * added call to snd_do_frame()
122 * 4 5/29/97 12:04p Lawrance
123 * split off acm, direct sound, and direct sound 3d portions to separate
126 * 3 5/26/97 10:25a Lawrance
127 * extern ds_convert_volume()
129 * 2 5/06/97 9:36a Lawrance
130 * added support for min and max distances for 3d sounds
132 * 1 4/28/97 4:45p John
133 * Initial version of ripping sound & movie out of OsAPI.
135 * 18 4/24/97 4:14p Lawrance
136 * make ds_initialized extern
138 * 17 4/21/97 8:58a Lawrance
139 * keep track of how much mem is used for sounds
141 * 16 4/20/97 11:19a Lawrance
142 * sndman_ interface obsolete. Using snd_ functions to load, play, and
143 * manage static sound fx
145 * 15 4/18/97 2:54p Lawrance
146 * sounds now have a default volume, when playing, pass a scaling factor
147 * not the actual volume
149 * 14 4/09/97 4:34p Lawrance
150 * allow looped sounds to be cut off after they complete the full sample
153 * 13 4/03/97 4:27p Lawrance
154 * expanding functionality to support event driven music
156 * 12 3/25/97 10:49a Lawrance
157 * ADPCM -> PCM conversion working
159 * 11 3/24/97 5:50p Lawrance
160 * added code to convert from ADPCM -> PCM using Audio Compression Manager
162 * 10 3/19/97 11:48a Lawrance
163 * make each sound effect have a DirectSound secondary buffer
165 * 9 3/10/97 4:16p Allender
166 * new messaging system. builtin5 fixed to support it. made new sound
167 * function to determine if sound is still playing.
169 * 8 2/25/97 11:13a Lawrance
170 * added Master_sound_volume to scale volume passed to snd_play()
172 * 7 1/10/97 10:44a John
173 * added functions to dynamically set volume/pan
175 * 6 12/03/96 3:50p John
176 * Added some initial support for looping sounds.
178 * 5 11/05/96 11:02a Mike
179 * Add sound toggle to Delete-D menu.
180 * Make some global variables look global - ie, capitalize them.
181 * Fix bug in collision code to make ship:ship collision detection work.
182 * Fix setting of parent_obj in obj_create().
184 * 4 11/04/96 3:16p John
185 * First rev of working sound.
187 * 3 11/04/96 10:37a John
188 * Closed the DirectSound object on program termination.
190 * 2 10/30/96 5:27p John
191 * some hacked in sound stuff so i can experiment with directsound.
193 * 1 10/28/96 11:36a John
201 #define MAX_SOUNDS 256
203 // Used for keeping track which low-level sound library is being used
204 #define SOUND_LIB_DIRECTSOUND 0
205 #define SOUND_LIB_RSX 1
207 #define GAME_SND_USE_DS3D (1<<1)
208 #define GAME_SND_VOICE (1<<2)
210 // Priorities that can be passed to snd_play() functions to limit how many concurrent sounds of a
211 // given type are played.
212 #define SND_PRIORITY_MUST_PLAY 0
213 #define SND_PRIORITY_SINGLE_INSTANCE 1
214 #define SND_PRIORITY_DOUBLE_INSTANCE 2
215 #define SND_PRIORITY_TRIPLE_INSTANCE 3
217 typedef struct game_snd
219 int sig; // number of sound in sounds.tbl (not used)
220 char filename[MAX_FILENAME_LEN];
221 float default_volume; // range: 0.0 -> 1.0
222 int min, max; // min: distance at which sound will stop getting louder max: distance at which sound is inaudible
223 int preload; // preload sound (ie read from disk before mission starts)
224 int id; // index into Sounds[], where sound data is stored
225 int id_sig; // signature of Sounds[] element
229 typedef struct sound_env
237 extern int Sound_enabled;
238 extern float Master_sound_volume; // 0 -> 1.0
239 extern float Master_voice_volume; // 0 -> 1.0
240 extern int Snd_sram; // System memory consumed by sound data
241 extern int Snd_hram; // Soundcard memory consumed by sound data
243 //int snd_load( char *filename, int hardware=0, int three_d=0, int *sig=NULL );
244 int snd_load( game_snd *gs, int allow_hardware_load = 0);
246 int snd_unload( int sndnum );
247 void snd_unload_all();
249 // Plays a sound with volume between 0 and 1.0, where 0 is the
250 // inaudible and 1.0 is the loudest sound in the game.
251 // Pan goes from -1.0 all the way left to 0.0 in center to 1.0 all the way right.
252 int snd_play( game_snd *gs, float pan=0.0f, float vol_scale=1.0f, int priority = SND_PRIORITY_SINGLE_INSTANCE, bool voice_message = false );
254 // Play a sound directly from index returned from snd_load(). Bypasses
255 // the sound management process of using game_snd.
256 int snd_play_raw( int soundnum, float pan, float vol_scale=1.0f, int priority = SND_PRIORITY_MUST_PLAY );
258 // Plays a sound with volume between 0 and 1.0, where 0 is the
259 // inaudible and 1.0 is the loudest sound in the game. It scales
260 // the pan and volume relative to the current viewer's location.
261 int snd_play_3d(game_snd *gs, vector *source_pos, vector *listen_pos, float radius=0.0f, vector *vel = NULL, int looping = 0, float vol_scale=1.0f, int priority = SND_PRIORITY_SINGLE_INSTANCE, vector *sound_fvec = NULL, float range_factor = 1.0f, int force = 0 );
263 // update the given 3d sound with a new position
264 void snd_update_3d_pos(int soudnnum, game_snd *gs, vector *new_pos);
266 // Use these for looping sounds.
267 // Returns the handle of the sound. -1 if failed.
268 // If startloop or stoploop are not -1, then then are used.
269 int snd_play_looping( game_snd *gs, float pan=0.0f, int start_loop=-1, int stop_loop=-1, float vol_scale=1.0f, int priority = SND_PRIORITY_MUST_PLAY, int force = 0 );
271 void snd_stop( int snd_handle );
273 // Sets the volume of a sound that is already playing.
274 // The volume is between 0 and 1.0, where 0 is the
275 // inaudible and 1.0 is the loudest sound in the game.
276 void snd_set_volume( int snd_handle, float volume );
278 // Sets the panning location of a sound that is already playing.
279 // Pan goes from -1.0 all the way left to 0.0 in center to 1.0 all the way right.
280 void snd_set_pan( int snd_handle, float pan );
282 // Sets the pitch (frequency) of a sound that is already playing
283 // Valid values for pitch are between 100 and 100000
284 void snd_set_pitch( int snd_handle, int pitch );
285 int snd_get_pitch( int snd_handle );
287 // Stops all sounds from playing, even looping ones.
290 // determines if the sound handle is still palying
291 int snd_is_playing( int snd_handle );
293 // change the looping status of a sound that is playing
294 void snd_chg_loop_status(int snd_handle, int loop);
296 // return the time in ms for the duration of the sound
297 int snd_get_duration(int snd_id);
299 // get a 3D vol and pan for a particular sound
300 int snd_get_3d_vol_and_pan(game_snd *gs, vector *pos, float* vol, float *pan, float radius=0.0f);
302 int snd_init(int use_a3d, int use_eax);
305 // Return 1 or 0 to show that sound system is inited ok
308 // Returns a pointer to the direct sound object
311 void snd_update_listener(vector *pos, vector *vel, matrix *orient);
313 void snd_use_lib(int lib_id);
315 int snd_num_playing();
317 int snd_get_data(int handle, char *data);
318 int snd_size(int handle, int *size);
321 // repositioning of the sound buffer pointer
322 void snd_rewind(int snd_handle, game_snd *sg, float seconds); // rewind N seconds from the current position
323 void snd_ffwd(int snd_handle, game_snd *sg, float seconds); // fast forward N seconds from the current position
324 void snd_set_pos(int snd_handle, game_snd *sg, float val,int as_pct); // set the position val as either a percentage (if as_pct) or as a # of seconds into the sound
326 void snd_get_format(int handle, int *bits_per_sample, int *frequency);
327 int snd_time_remaining(int handle, int bits_per_sample=8, int frequency=11025);
344 SND_ENV_CARPETEDHALLWAY,
346 SND_ENV_STONECORRIDOR,
361 int sound_env_set(sound_env *se);
362 int sound_env_get(sound_env *se);
363 int sound_env_disable();
364 int sound_env_supported();