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/**
* @file sound.h
*
* Interface of functions setting up the audio pipeline.
*/
#pragma once
#include <cstdint>
#include <memory>
#include <string>
#include "levels/gendung.h"
#include "miniwin/miniwin.h"
#ifndef NOSOUND
#include "utils/soundsample.h"
#endif
namespace devilution {
enum _music_id : uint8_t {
TMUSIC_TOWN,
TMUSIC_CATHEDRAL,
TMUSIC_CATACOMBS,
TMUSIC_CAVES,
TMUSIC_HELL,
TMUSIC_NEST,
TMUSIC_CRYPT,
TMUSIC_INTRO,
NUM_MUSIC,
};
struct TSnd {
uint32_t start_tc;
#ifndef NOSOUND
SoundSample DSB;
bool isPlaying()
{
return DSB.IsPlaying();
}
#else
bool isPlaying()
{
return false;
}
#endif
~TSnd();
};
extern bool gbSndInited;
extern _music_id sgnMusicTrack;
void ClearDuplicateSounds();
void snd_play_snd(TSnd *pSnd, int lVolume, int lPan);
std::unique_ptr<TSnd> sound_file_load(const char *path, bool stream = false);
void snd_init();
void snd_deinit();
_music_id GetLevelMusic(dungeon_type dungeonType);
void music_stop();
void music_start(_music_id nTrack);
void sound_disable_music(bool disable);
int sound_get_or_set_music_volume(int volume);
int sound_get_or_set_sound_volume(int volume);
void music_mute();
void music_unmute();
/* data */
extern bool gbMusicOn;
extern bool gbSoundOn;
} // namespace devilution