📄 i_sound_sdl.h
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// Emacs style mode select -*- C++ -*-//-----------------------------------------------------------------------------//// $Id: i_sound_sdl.h,v 1.1 2000/04/19 15:20:23 hurdler Exp $//// Copyright (C) 1993-1996 by id Software, Inc.// Portions Copyright (C) 1998-2000 by DooM Legacy Team.//// This program is free software; you can redistribute it and/or// modify it under the terms of the GNU General Public License// as published by the Free Software Foundation; either version 2// of the License, or (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the// GNU General Public License for more details.////// $Log: i_sound_sdl.h,v $// Revision 1.1 2000/04/19 15:20:23 hurdler// add SDL midi support//// Revision 1.3 2000/03/22 18:49:38 metzgermeister// added I_PauseCD() for Linux//// Revision 1.2 2000/02/27 00:42:10 hurdler// fix CR+LF problem//// Revision 1.1.1.1 2000/02/22 20:32:32 hurdler// Initial import into CVS (v1.29 pr3)////// DESCRIPTION:// System interface, sound.////-----------------------------------------------------------------------------#ifndef __I_SOUND__#define __I_SOUND__#include "doomdef.h"#include "sounds.h"void* I_GetSfx (sfxinfo_t* sfx);void I_FreeSfx (sfxinfo_t* sfx);// Init at program start...void I_StartupSound();// ... update sound buffer and audio device at runtime...#ifndef SNDSERVvoid I_UpdateSound(void);#endifvoid I_SubmitSound(void);// ... shut down and relase at program termination.void I_ShutdownSound(void);//// SFX I/O//// Starts a sound in a particular sound channel.intI_StartSound( int id, int vol, int sep, int pitch, int priority );// Stops a sound channel.void I_StopSound(int handle);// Called by S_*() functions// to see if a channel is still playing.// Returns 0 if no longer playing, 1 if playing.boolean I_SoundIsPlaying(int handle);// Updates the volume, separation,// and pitch of a sound channel.voidI_UpdateSoundParams( int handle, int vol, int sep, int pitch );//// MUSIC I/O//void I_InitMusic(void);void I_ShutdownMusic(void);// Volume.void I_SetMusicVolume(int volume);void I_SetSfxVolume(int volume);// PAUSE game handling.void I_PauseSong(int handle);void I_ResumeSong(int handle);// Registers a song handle to song data.int I_RegisterSong(void* data,size_t len);// Called by anything that wishes to start music.// plays a song, and when the song is done,// starts playing it again in an endless loop.// Horrible thing to do, considering.voidI_PlaySong( int handle, int looping );// Stops a song over 3 seconds.void I_StopSong(int handle);// See above (register), then think backwardsvoid I_UnRegisterSong(int handle);// i_cdmus.h : cd music interface//extern byte cdaudio_started;void I_InitCD (void);void I_StopCD (void);#ifdef LINUXvoid I_PauseCD (void);#endifvoid I_ResumeCD (void);void I_ShutdownCD (void);void I_UpdateCD (void);void I_PlayCD (int track, boolean looping);int I_SetVolumeCD (int volume); // return 0 on failure#endif
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