⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 i_header.h

📁 制作游戏 魔法师传奇 源代码设计 MOFASHICHUANQI 经典老游戏
💻 H
字号:
#ifndef __I_HEADER_H__#define __I_HEADER_H__#include "h2def.h"//--------//SOUND IO//--------#define	FREQ_LOW		0x40#define FREQ_NORM		0x80#define FREQ_HIGH		0xffvoid I_SetMasterVolume(int volume);void I_TurnOffSfx(void);void I_TurnOnSfx(void);void I_TurnOffMusic(void);void I_TurnOnMusic(void);//  MUSIC I/O//int I_RegisterSong(void *songdata);// called by anything that wants to register a song lump with the sound lib// calls Paul's function of the similar name to register music only.// note that the song data is the same for any sound card and is paul's// MUS format.  Returns a handle which will be passed to all other music// functions.void I_UnregisterSong(int handle);// called by anything which is finished with a song and no longer needs// the sound library to be aware of it.  All songs should be stopped// before calling this, but it will double check and stop it if necessary.void I_LoopSong(int handle);// 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.  the start is faded in over three seconds.void I_FadeOutSong(int handle, int fotime);// called by anything that wishes to stop music.// fades out the song over <fotime> milliseconds.void I_StopSong(int handle);// called by anything that wishes to stop music.// stops a song abruptly.//  SFX I/O//void *I_GetSoundEffect (char *soundname);// called by routines which wish to play a sound effect at some later// time.  Pass it the lump name of a sound effect WITHOUT the sfx// prefix.  This means the maximum name length is 7 letters/digits.// The prefixes for different sound cards are 'S','M','A', and 'P'.// They refer to the card type.  The routine will cache in the// appropriate sound effect when it is played.void I_UngetSoundEffect (void *soundset);// called by routines which wish to no longer use the sounds at all// frees up the associated structure.  It stops any currently playing// sound effects.void I_StartSound (channel_t *c, int vol, int sep, int pitch, int priority);// Starts a sound in a particular sound channelvoid I_UpdateSoundParams(channel_t *c, int vol, int sep, int pitch);// Updates the volume, separation, and pitch of a sound channelvoid I_StopSound(channel_t *c);// Stops a sound channelint I_SoundIsPlaying(channel_t *c);// called by S_*()'s to see if a channel is still playing.  Returns 0// if no longer playing, 1 if playing.#endif

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -