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Xash3DArchive/server/global/fmod.h

803 lines
36 KiB
C

//==========================================================================================
// FMOD Main header file. Copyright (c), FireLight Multimedia 1999-2001.
//==========================================================================================
#ifndef _FMOD_H_
#define _FMOD_H_
//===============================================================================================
// DEFINITIONS
//===============================================================================================
#if defined(__GNUC__) && defined(WIN32)
#define _cdecl
#endif /* defined(__GNUC__) && defined(WIN32) */
#if defined(PLATFORM_LINUX)
#define _cdecl
#define _stdcall
#define __cdecl
#define __stdcall
#define __declspec(x)
#define __PS __attribute__((packed)) /* gcc packed */
#else
#define __PS /*dummy*/
#endif
#define F_API _stdcall
#ifdef DLL_EXPORTS
#define DLL_API __declspec(dllexport)
#else
#ifdef __LCC__
#define DLL_API F_API
#else
#define DLL_API
#endif // __LCC__
#endif //DLL_EXPORTS
#define FMOD_VERSION 3.31f
// fmod defined types
typedef struct FSOUND_MATERIAL FSOUND_MATERIAL;
typedef struct FSOUND_GEOMLIST FSOUND_GEOMLIST;
typedef struct FSOUND_SAMPLE FSOUND_SAMPLE;
typedef struct FSOUND_STREAM FSOUND_STREAM;
typedef struct FSOUND_DSPUNIT FSOUND_DSPUNIT;
typedef struct FMUSIC_MODULE FMUSIC_MODULE;
// callback types
typedef signed char (_cdecl *FSOUND_STREAMCALLBACK) (FSOUND_STREAM *stream, void *buff, int len, int param);
typedef void * (_cdecl *FSOUND_DSPCALLBACK) (void *originalbuffer, void *newbuffer, int length, int param);
typedef void (_cdecl *FMUSIC_CALLBACK) (FMUSIC_MODULE *mod, unsigned char param);
/*
[ENUM]
[
[DESCRIPTION]
On failure of commands in FMOD, use FSOUND_GetError to attain what happened.
[SEE_ALSO]
FSOUND_GetError
]
*/
enum FMOD_ERRORS
{
FMOD_ERR_NONE, // No errors
FMOD_ERR_BUSY, // Cannot call this command after FSOUND_Init. Call FSOUND_Close first.
FMOD_ERR_UNINITIALIZED, // This command failed because FSOUND_Init was not called
FMOD_ERR_INIT, // Error initializing output device.
FMOD_ERR_ALLOCATED, // Error initializing output device, but more specifically, the output device is already in use and cannot be reused.
FMOD_ERR_PLAY, // Playing the sound failed.
FMOD_ERR_OUTPUT_FORMAT, // Soundcard does not support the features needed for this soundsystem (16bit stereo output)
FMOD_ERR_COOPERATIVELEVEL, // Error setting cooperative level for hardware.
FMOD_ERR_CREATEBUFFER, // Error creating hardware sound buffer.
FMOD_ERR_FILE_NOTFOUND, // File not found
FMOD_ERR_FILE_FORMAT, // Unknown file format
FMOD_ERR_FILE_BAD, // Error loading file
FMOD_ERR_MEMORY, // Not enough memory
FMOD_ERR_VERSION, // The version number of this file format is not supported
FMOD_ERR_INVALID_PARAM, // An invalid parameter was passed to this function
FMOD_ERR_NO_EAX, // Tried to use an EAX command on a non EAX enabled channel or output.
FMOD_ERR_NO_EAX2, // Tried to use an advanced EAX2 command on a non EAX2 enabled channel or output.
FMOD_ERR_CHANNEL_ALLOC, // Failed to allocate a new channel
FMOD_ERR_RECORD, // Recording is not supported on this machine
FMOD_ERR_MEDIAPLAYER, // Windows Media Player not installed so cant play wma or use internet streaming.
};
/*
[ENUM]
[
[DESCRIPTION]
These output types are used with FSOUND_SetOutput, to choose which output driver to use.
FSOUND_OUTPUT_A3D will cause FSOUND_Init to FAIL if you have not got a vortex
based A3D card. The suggestion for this is to immediately try and reinitialize FMOD with
FSOUND_OUTPUT_DSOUND, and if this fails, try initializing FMOD with FSOUND_OUTPUT_WAVEOUT.
FSOUND_OUTPUT_DSOUND will not support hardware 3d acceleration if the sound card driver
does not support DirectX 6 Voice Manager Extensions.
[SEE_ALSO]
FSOUND_SetOutput
FSOUND_GetOutput
]
*/
enum FSOUND_OUTPUTTYPES
{
FSOUND_OUTPUT_NOSOUND, // NoSound driver, all calls to this succeed but do nothing.
FSOUND_OUTPUT_WINMM, // Windows Multimedia driver.
FSOUND_OUTPUT_DSOUND, // DirectSound driver. You need this to get EAX or EAX2 support.
FSOUND_OUTPUT_A3D, // A3D driver. You need this to get geometry support.
FSOUND_OUTPUT_OSS, // Linux/Unix OSS (Open Sound System) driver, i.e. the kernel sound drivers.
FSOUND_OUTPUT_ESD, // Linux/Unix ESD (Enlightment Sound Daemon) driver.
FSOUND_OUTPUT_ALSA // Linux Alsa driver.
};
/*
[ENUM]
[
[DESCRIPTION]
These mixer types are used with FSOUND_SetMixer, to choose which mixer to use, or to act
upon for other reasons using FSOUND_GetMixer.
[SEE_ALSO]
FSOUND_SetMixer
FSOUND_GetMixer
]
*/
enum FSOUND_MIXERTYPES
{
FSOUND_MIXER_AUTODETECT, // Enables autodetection of the fastest mixer based on your cpu.
FSOUND_MIXER_BLENDMODE, // Enables the standard non mmx, blendmode mixer.
FSOUND_MIXER_MMXP5, // Enables the mmx, pentium optimized blendmode mixer.
FSOUND_MIXER_MMXP6, // Enables the mmx, ppro/p2/p3 optimized mixer.
FSOUND_MIXER_QUALITY_AUTODETECT,// Enables autodetection of the fastest quality mixer based on your cpu.
FSOUND_MIXER_QUALITY_FPU, // Enables the interpolating/volume ramping FPU mixer.
FSOUND_MIXER_QUALITY_MMXP5, // Enables the interpolating/volume ramping p5 MMX mixer.
FSOUND_MIXER_QUALITY_MMXP6, // Enables the interpolating/volume ramping ppro/p2/p3+ MMX mixer.
};
/*
[ENUM]
[
[DESCRIPTION]
These definitions describe the type of song being played.
[SEE_ALSO]
FMUSIC_GetType
]
*/
enum FMUSIC_TYPES
{
FMUSIC_TYPE_NONE,
FMUSIC_TYPE_MOD, // Protracker / Fasttracker
FMUSIC_TYPE_S3M, // ScreamTracker 3
FMUSIC_TYPE_XM, // FastTracker 2
FMUSIC_TYPE_IT, // Impulse Tracker.
FMUSIC_TYPE_MIDI, // MIDI file
};
/*
[DEFINE_START]
[
[NAME]
FSOUND_DSP_PRIORITIES
[DESCRIPTION]
These default priorities are
[SEE_ALSO]
FSOUND_DSP_Create
FSOUND_DSP_SetPriority
]
*/
#define FSOUND_DSP_DEFAULTPRIORITY_CLEARUNIT 0 // DSP CLEAR unit - done first
#define FSOUND_DSP_DEFAULTPRIORITY_SFXUNIT 100 // DSP SFX unit - done second
#define FSOUND_DSP_DEFAULTPRIORITY_MUSICUNIT 200 // DSP MUSIC unit - done third
#define FSOUND_DSP_DEFAULTPRIORITY_USER 300 // User priority, use this as reference
#define FSOUND_DSP_DEFAULTPRIORITY_CLIPANDCOPYUNIT 1000 // DSP CLIP AND COPY unit - last
// [DEFINE_END]
/*
[DEFINE_START]
[
[NAME]
FSOUND_CAPS
[DESCRIPTION]
Driver description bitfields. Use FSOUND_Driver_GetCaps to determine if a driver enumerated
has the settings you are after. The enumerated driver depends on the output mode, see
FSOUND_OUTPUTTYPES
[SEE_ALSO]
FSOUND_GetDriverCaps
FSOUND_OUTPUTTYPES
]
*/
#define FSOUND_CAPS_HARDWARE 0x1 // This driver supports hardware accelerated 3d sound.
#define FSOUND_CAPS_EAX 0x2 // This driver supports EAX reverb
#define FSOUND_CAPS_GEOMETRY_OCCLUSIONS 0x4 // This driver supports (A3D) geometry occlusions
#define FSOUND_CAPS_GEOMETRY_REFLECTIONS 0x8 // This driver supports (A3D) geometry reflections
#define FSOUND_CAPS_EAX2 0x10 // This driver supports EAX2/A3D3 reverb
// [DEFINE_END]
/*
[DEFINE_START]
[
[NAME]
FSOUND_MODES
[DESCRIPTION]
Sample description bitfields, OR them together for loading and describing samples.
]
*/
#define FSOUND_LOOP_OFF 0x00000001 // For non looping samples.
#define FSOUND_LOOP_NORMAL 0x00000002 // For forward looping samples.
#define FSOUND_LOOP_BIDI 0x00000004 // For bidirectional looping samples. (no effect if in hardware).
#define FSOUND_8BITS 0x00000008 // For 8 bit samples.
#define FSOUND_16BITS 0x00000010 // For 16 bit samples.
#define FSOUND_MONO 0x00000020 // For mono samples.
#define FSOUND_STEREO 0x00000040 // For stereo samples.
#define FSOUND_UNSIGNED 0x00000080 // For source data containing unsigned samples.
#define FSOUND_SIGNED 0x00000100 // For source data containing signed data.
#define FSOUND_DELTA 0x00000200 // For source data stored as delta values.
#define FSOUND_IT214 0x00000400 // For source data stored using IT214 compression.
#define FSOUND_IT215 0x00000800 // For source data stored using IT215 compression.
#define FSOUND_HW3D 0x00001000 // Attempts to make samples use 3d hardware acceleration. (if the card supports it)
#define FSOUND_2D 0x00002000 // Ignores any 3d processing. overrides FSOUND_HW3D. Located in software.
#define FSOUND_STREAMABLE 0x00004000 // For a streamable sound where you feed the data to it. If you dont supply this sound may come out corrupted. (only affects a3d output)
#define FSOUND_LOADMEMORY 0x00008000 // 'name' will be interpreted as a pointer to data for streaming and samples.
#define FSOUND_LOADRAW 0x00010000 // For will ignore file format and treat as raw pcm.
#define FSOUND_MPEGACCURATE 0x00020000 // For FSOUND_Stream_OpenFile - for accurate FSOUND_Stream_GetLengthMs/FSOUND_Stream_SetTime. WARNING, see FSOUNDStream_OpenFile for inital opening time performance issues.
// Default sample type. Loop off, 8bit mono, signed, not hardware accelerated.
// Some API functions ignore 8bits and mono, as it may be an mpeg/wav/etc which has its format predetermined.
#define FSOUND_NORMAL (FSOUND_LOOP_OFF | FSOUND_8BITS | FSOUND_MONO)
// [DEFINE_END]
/*
[DEFINE_START]
[
[NAME]
FSOUND_CDPLAYMODES
[DESCRIPTION]
Playback method for a CD Audio track, using FSOUND_CD_Play
[SEE_ALSO]
FSOUND_CD_Play
]
*/
#define FSOUND_CD_PLAYCONTINUOUS 0 // Starts from the current track and plays to end of CD.
#define FSOUND_CD_PLAYONCE 1 // Plays the specified track then stops.
#define FSOUND_CD_PLAYLOOPED 2 // Plays the specified track looped, forever until stopped manually.
#define FSOUND_CD_PLAYRANDOM 3 // Plays tracks in random order
// [DEFINE_END]
/*
[DEFINE_START]
[
[NAME]
FSOUND_CHANNELSAMPLEMODE
[DESCRIPTION]
Miscellaneous values for FMOD functions.
[SEE_ALSO]
FSOUND_PlaySound
FSOUND_PlaySound3DAttrib
FSOUND_Sample_Alloc
FSOUND_Sample_Load
FSOUND_SetPan
]
*/
#define FSOUND_FREE -1 // value to play on any free channel, or to allocate a sample in a free sample slot.
#define FSOUND_UNMANAGED -2 // value to allocate a sample that is NOT managed by FSOUND or placed in a sample slot.
#define FSOUND_ALL -3 // for a channel index , this flag will affect ALL channels available! Not supported by every function.
#define FSOUND_STEREOPAN -1 // value for FSOUND_SetPan so that stereo sounds are not played at half volume. See FSOUND_SetPan for more on this.
// [DEFINE_END]
/*
[ENUM]
[
[DESCRIPTION]
These are environment types defined for use with the FSOUND_Reverb API.
[SEE_ALSO]
FSOUND_Reverb_SetEnvironment
FSOUND_Reverb_SetEnvironmentAdvanced
]
*/
enum FSOUND_REVERB_ENVIRONMENTS
{
FSOUND_ENVIRONMENT_GENERIC,
FSOUND_ENVIRONMENT_PADDEDCELL,
FSOUND_ENVIRONMENT_ROOM,
FSOUND_ENVIRONMENT_BATHROOM,
FSOUND_ENVIRONMENT_LIVINGROOM,
FSOUND_ENVIRONMENT_STONEROOM,
FSOUND_ENVIRONMENT_AUDITORIUM,
FSOUND_ENVIRONMENT_CONCERTHALL,
FSOUND_ENVIRONMENT_CAVE,
FSOUND_ENVIRONMENT_ARENA,
FSOUND_ENVIRONMENT_HANGAR,
FSOUND_ENVIRONMENT_CARPETEDHALLWAY,
FSOUND_ENVIRONMENT_HALLWAY,
FSOUND_ENVIRONMENT_STONECORRIDOR,
FSOUND_ENVIRONMENT_ALLEY,
FSOUND_ENVIRONMENT_FOREST,
FSOUND_ENVIRONMENT_CITY,
FSOUND_ENVIRONMENT_MOUNTAINS,
FSOUND_ENVIRONMENT_QUARRY,
FSOUND_ENVIRONMENT_PLAIN,
FSOUND_ENVIRONMENT_PARKINGLOT,
FSOUND_ENVIRONMENT_SEWERPIPE,
FSOUND_ENVIRONMENT_UNDERWATER,
FSOUND_ENVIRONMENT_DRUGGED,
FSOUND_ENVIRONMENT_DIZZY,
FSOUND_ENVIRONMENT_PSYCHOTIC,
FSOUND_ENVIRONMENT_COUNT
};
/*
[DEFINE_START]
[
[NAME]
FSOUND_REVERBMIX_USEDISTANCE
[DESCRIPTION]
Used with FSOUND_Reverb_SetMix, this setting allows reverb to attenuate based on distance from the listener.
Instead of hard coding a value with FSOUND_Reverb_SetMix, this value can be used instead, for a more natural
reverb dropoff.
[SEE_ALSO]
FSOUND_Reverb_SetMix
]
*/
#define FSOUND_REVERBMIX_USEDISTANCE -1.0f // used with FSOUND_Reverb_SetMix to scale reverb by distance
// [DEFINE_END]
/*
[DEFINE_START]
[
[NAME]
FSOUND_REVERB_IGNOREPARAM
[DESCRIPTION]
Used with FSOUND_Reverb_SetEnvironment and FSOUND_Reverb_SetEnvironmentAdvanced, this can
be placed in the place of a specific parameter for the reverb setting. It allows you to
not set any parameters except the ones you are interested in .. and example would be this.
FSOUND_Reverb_SetEnvironment(FSOUND_REVERB_IGNOREPARAM,
FSOUND_REVERB_IGNOREPARAM,
FSOUND_REVERB_IGNOREPARAM,
0.0f);
This means env, vol and decay are left alone, but 'damp' is set to 0.
[SEE_ALSO]
FSOUND_Reverb_SetEnvironment
FSOUND_Reverb_SetEnvironmentAdvanced
]
*/
#define FSOUND_REVERB_IGNOREPARAM -9999999 // used with FSOUND_Reverb_SetEnvironmentAdvanced to ignore certain parameters by choice.
// [DEFINE_END]
/*
[DEFINE_START]
[
[NAME]
FSOUND_REVERB_PRESETS
[DESCRIPTION]
A set of predefined environment PARAMETERS, created by Creative Labs
These can be placed directly into the FSOUND_Reverb_SetEnvironment call
[SEE_ALSO]
FSOUND_Reverb_SetEnvironment
]
*/
#define FSOUND_PRESET_OFF FSOUND_ENVIRONMENT_GENERIC,0.0f,0.0f,0.0f
#define FSOUND_PRESET_GENERIC FSOUND_ENVIRONMENT_GENERIC,0.5f,1.493f,0.5f
#define FSOUND_PRESET_PADDEDCELL FSOUND_ENVIRONMENT_PADDEDCELL,0.25f,0.1f,0.0f
#define FSOUND_PRESET_ROOM FSOUND_ENVIRONMENT_ROOM,0.417f,0.4f,0.666f
#define FSOUND_PRESET_BATHROOM FSOUND_ENVIRONMENT_BATHROOM,0.653f,1.499f,0.166f
#define FSOUND_PRESET_LIVINGROOM FSOUND_ENVIRONMENT_LIVINGROOM,0.208f,0.478f,0.0f
#define FSOUND_PRESET_STONEROOM FSOUND_ENVIRONMENT_STONEROOM,0.5f,2.309f,0.888f
#define FSOUND_PRESET_AUDITORIUM FSOUND_ENVIRONMENT_AUDITORIUM,0.403f,4.279f,0.5f
#define FSOUND_PRESET_CONCERTHALL FSOUND_ENVIRONMENT_CONCERTHALL,0.5f,3.961f,0.5f
#define FSOUND_PRESET_CAVE FSOUND_ENVIRONMENT_CAVE,0.5f,2.886f,1.304f
#define FSOUND_PRESET_ARENA FSOUND_ENVIRONMENT_ARENA,0.361f,7.284f,0.332f
#define FSOUND_PRESET_HANGAR FSOUND_ENVIRONMENT_HANGAR,0.5f,10.0f,0.3f
#define FSOUND_PRESET_CARPETEDHALLWAY FSOUND_ENVIRONMENT_CARPETEDHALLWAY,0.153f,0.259f,2.0f
#define FSOUND_PRESET_HALLWAY FSOUND_ENVIRONMENT_HALLWAY,0.361f,1.493f,0.0f
#define FSOUND_PRESET_STONECORRIDOR FSOUND_ENVIRONMENT_STONECORRIDOR,0.444f,2.697f,0.638f
#define FSOUND_PRESET_ALLEY FSOUND_ENVIRONMENT_ALLEY,0.25f,1.752f,0.776f
#define FSOUND_PRESET_FOREST FSOUND_ENVIRONMENT_FOREST,0.111f,3.145f,0.472f
#define FSOUND_PRESET_CITY FSOUND_ENVIRONMENT_CITY,0.111f,2.767f,0.224f
#define FSOUND_PRESET_MOUNTAINS FSOUND_ENVIRONMENT_MOUNTAINS,0.194f,7.841f,0.472f
#define FSOUND_PRESET_QUARRY FSOUND_ENVIRONMENT_QUARRY,1.0f,1.499f,0.5f
#define FSOUND_PRESET_PLAIN FSOUND_ENVIRONMENT_PLAIN,0.097f,2.767f,0.224f
#define FSOUND_PRESET_PARKINGLOT FSOUND_ENVIRONMENT_PARKINGLOT,0.208f,1.652f,1.5f
#define FSOUND_PRESET_SEWERPIPE FSOUND_ENVIRONMENT_SEWERPIPE,0.652f,2.886f,0.25f
#define FSOUND_PRESET_UNDERWATER FSOUND_ENVIRONMENT_UNDERWATER,1.0f,1.499f,0.0f
#define FSOUND_PRESET_DRUGGED FSOUND_ENVIRONMENT_DRUGGED,0.875f, 8.392f,1.388f
#define FSOUND_PRESET_DIZZY FSOUND_ENVIRONMENT_DIZZY,0.139f,17.234f,0.666f
#define FSOUND_PRESET_PSYCHOTIC FSOUND_ENVIRONMENT_PSYCHOTIC,0.486f,7.563f,0.806f
// [DEFINE_END]
/*
[DEFINE_START]
[
[NAME]
FSOUND_GEOMETRY_MODES
[DESCRIPTION]
Geometry flags, used as the mode flag in FSOUND_Geometry_AddPolygon
[SEE_ALSO]
FSOUND_Geometry_AddPolygon
]
*/
#define FSOUND_GEOMETRY_NORMAL 0x0 // Default geometry type. Occluding polygon
#define FSOUND_GEOMETRY_REFLECTIVE 0x01 // This polygon is reflective
#define FSOUND_GEOMETRY_OPENING 0x02 // Overlays a transparency over the previous polygon. The 'openingfactor' value supplied is copied internally.
#define FSOUND_GEOMETRY_OPENING_REFERENCE 0x04 // Overlays a transparency over the previous polygon. The 'openingfactor' supplied is pointed to (for access when building a list)
// [DEFINE_END]
/*
[DEFINE_START]
[
[NAME]
FSOUND_INIT_FLAGS
[DESCRIPTION]
Initialization flags. Use them with FSOUND_Init in the flags parameter to change various behaviour.
[SEE_ALSO]
FSOUND_Init
]
*/
#define FSOUND_INIT_USEDEFAULTMIDISYNTH 0x01 // Causes MIDI playback to force software decoding.
// [DEFINE_END]
//===============================================================================================
// FUNCTION PROTOTYPES
//===============================================================================================
/* Lazarus: We use GetProcAddress to resolve FMOD references, so these aren't needed (and
cause conflicts if we try to use the same names.
#ifdef __cplusplus
extern "C" {
#endif
// ==================================
// Initialization / Global functions.
// ==================================
// *Pre* FSOUND_Init functions. These can't be called after FSOUND_Init is
// called (they will fail). They set up FMOD system functionality.
DLL_API signed char F_API FSOUND_SetOutput(int outputtype);
DLL_API signed char F_API FSOUND_SetDriver(int driver);
DLL_API signed char F_API FSOUND_SetMixer(int mixer);
DLL_API signed char F_API FSOUND_SetBufferSize(int len_ms);
DLL_API signed char F_API FSOUND_SetHWND(void *hwnd);
DLL_API signed char F_API FSOUND_SetMinHardwareChannels(int min);
DLL_API signed char F_API FSOUND_SetMaxHardwareChannels(int max);
// Main initialization / closedown functions.
// Note : Use FSOUND_INIT_USEDEFAULTMIDISYNTH with FSOUND_Init for software override with MIDI playback.
DLL_API signed char F_API FSOUND_Init(int mixrate, int maxsoftwarechannels, unsigned int flags);
DLL_API void F_API FSOUND_Close();
// Runtime
DLL_API void F_API FSOUND_SetSFXMasterVolume(int volume);
DLL_API void F_API FSOUND_SetPanSeperation(float pansep);
// System information.
DLL_API int F_API FSOUND_GetError();
DLL_API float F_API FSOUND_GetVersion();
DLL_API int F_API FSOUND_GetOutput();
DLL_API int F_API FSOUND_GetDriver();
DLL_API int F_API FSOUND_GetMixer();
DLL_API int F_API FSOUND_GetNumDrivers();
DLL_API signed char * F_API FSOUND_GetDriverName(int id);
DLL_API signed char F_API FSOUND_GetDriverCaps(int id, unsigned int *caps);
DLL_API int F_API FSOUND_GetOutputRate();
DLL_API int F_API FSOUND_GetMaxChannels();
DLL_API int F_API FSOUND_GetMaxSamples();
DLL_API int F_API FSOUND_GetSFXMasterVolume();
DLL_API int F_API FSOUND_GetNumHardwareChannels();
DLL_API int F_API FSOUND_GetChannelsPlaying();
DLL_API float F_API FSOUND_GetCPUUsage();
// ===================================
// Sample management / load functions.
// ===================================
// Note : Use FSOUND_LOADMEMORY flag with FSOUND_Sample_Load to load from memory.
// Use FSOUND_LOADRAW flag with FSOUND_Sample_Load to treat as as raw pcm data.
// Sample creation and management functions
DLL_API FSOUND_SAMPLE * F_API FSOUND_Sample_Load(int index, const char *name, unsigned int mode, int memlength);
DLL_API FSOUND_SAMPLE * F_API FSOUND_Sample_Alloc(int index, int length, unsigned int mode, int deffreq, int defvol, int defpan, int defpri);
DLL_API void F_API FSOUND_Sample_Free(FSOUND_SAMPLE *sptr);
DLL_API signed char F_API FSOUND_Sample_Upload(FSOUND_SAMPLE *sptr, void *srcdata, unsigned int mode);
DLL_API signed char F_API FSOUND_Sample_Lock(FSOUND_SAMPLE *sptr, int offset, int length, void **ptr1, void **ptr2, unsigned int *len1, unsigned int *len2);
DLL_API signed char F_API FSOUND_Sample_Unlock(FSOUND_SAMPLE *sptr, void *ptr1, void *ptr2, unsigned int len1, unsigned int len2);
// Sample control functions
DLL_API signed char F_API FSOUND_Sample_SetLoopMode(FSOUND_SAMPLE *sptr, unsigned int loopmode);
DLL_API signed char F_API FSOUND_Sample_SetLoopPoints(FSOUND_SAMPLE *sptr, int loopstart, int loopend);
DLL_API signed char F_API FSOUND_Sample_SetDefaults(FSOUND_SAMPLE *sptr, int deffreq, int defvol, int defpan, int defpri);
DLL_API signed char F_API FSOUND_Sample_SetMinMaxDistance(FSOUND_SAMPLE *sptr, float min, float max);
// Sample information
DLL_API FSOUND_SAMPLE * F_API FSOUND_Sample_Get(int sampno);
DLL_API char * F_API FSOUND_Sample_GetName(FSOUND_SAMPLE *sptr);
DLL_API unsigned int F_API FSOUND_Sample_GetLength(FSOUND_SAMPLE *sptr);
DLL_API signed char F_API FSOUND_Sample_GetLoopPoints(FSOUND_SAMPLE *sptr, int *loopstart, int *loopend);
DLL_API signed char F_API FSOUND_Sample_GetDefaults(FSOUND_SAMPLE *sptr, int *deffreq, int *defvol, int *defpan, int *defpri);
DLL_API unsigned int F_API FSOUND_Sample_GetMode(FSOUND_SAMPLE *sptr);
// ============================
// Channel control functions.
// ============================
// Playing and stopping sounds.
DLL_API int F_API FSOUND_PlaySound(int channel, FSOUND_SAMPLE *sptr);
DLL_API int F_API FSOUND_PlaySound3DAttrib(int channel, FSOUND_SAMPLE *sptr, int freq, int vol, int pan, float *pos, float *vel);
DLL_API signed char F_API FSOUND_StopSound(int channel);
// Functions to control playback of a channel.
DLL_API signed char F_API FSOUND_SetFrequency(int channel, int freq);
DLL_API signed char F_API FSOUND_SetVolume(int channel, int vol);
DLL_API signed char F_API FSOUND_SetVolumeAbsolute(int channel, int vol);
DLL_API signed char F_API FSOUND_SetPan(int channel, int pan);
DLL_API signed char F_API FSOUND_SetSurround(int channel, signed char surround);
DLL_API signed char F_API FSOUND_SetMute(int channel, signed char mute);
DLL_API signed char F_API FSOUND_SetPriority(int channel, int priority);
DLL_API signed char F_API FSOUND_SetReserved(int channel, signed char reserved);
DLL_API signed char F_API FSOUND_SetPaused(int channel, signed char paused);
DLL_API signed char F_API FSOUND_SetLoopMode(int channel, unsigned int loopmode);
// Channel information
DLL_API signed char F_API FSOUND_IsPlaying(int channel);
DLL_API int F_API FSOUND_GetFrequency(int channel);
DLL_API int F_API FSOUND_GetVolume(int channel);
DLL_API int F_API FSOUND_GetPan(int channel);
DLL_API signed char F_API FSOUND_GetSurround(int channel);
DLL_API signed char F_API FSOUND_GetMute(int channel);
DLL_API int F_API FSOUND_GetPriority(int channel);
DLL_API signed char F_API FSOUND_GetReserved(int channel);
DLL_API signed char F_API FSOUND_GetPaused(int channel);
DLL_API unsigned int F_API FSOUND_GetCurrentPosition(int channel);
DLL_API FSOUND_SAMPLE * F_API FSOUND_GetCurrentSample(int channel);
DLL_API float F_API FSOUND_GetCurrentVU(int channel);
// ===================
// 3D sound functions.
// ===================
// see also FSOUND_PlaySound3DAttrib (above)
// see also FSOUND_Sample_SetMinMaxDistance (above)
DLL_API void F_API FSOUND_3D_Update();
DLL_API signed char F_API FSOUND_3D_SetAttributes(int channel, float *pos, float *vel);
DLL_API signed char F_API FSOUND_3D_GetAttributes(int channel, float *pos, float *vel);
DLL_API void F_API FSOUND_3D_Listener_SetAttributes(float *pos, float *vel, float fx, float fy, float fz, float tx, float ty, float tz);
DLL_API void F_API FSOUND_3D_Listener_GetAttributes(float *pos, float *vel, float *fx, float *fy, float *fz, float *tx, float *ty, float *tz);
DLL_API void F_API FSOUND_3D_Listener_SetDopplerFactor(float scale);
DLL_API void F_API FSOUND_3D_Listener_SetDistanceFactor(float scale);
DLL_API void F_API FSOUND_3D_Listener_SetRolloffFactor(float scale);
// =========================
// File Streaming functions.
// =========================
// Note : Use FSOUND_LOADMEMORY flag with FSOUND_Stream_OpenFile to stream from memory.
// Use FSOUND_LOADRAW flag with FSOUND_Stream_OpenFile to treat stream as raw pcm data.
// Use FSOUND_MPEGACCURATE flag with FSOUND_Stream_OpenFile to open mpegs in 'accurate mode' for seeking etc.
DLL_API FSOUND_STREAM * F_API FSOUND_Stream_OpenFile(const char *filename, unsigned int mode, int memlength);
DLL_API FSOUND_STREAM * F_API FSOUND_Stream_Create(FSOUND_STREAMCALLBACK callback, int length, unsigned int mode, int samplerate, int userdata);
DLL_API int F_API FSOUND_Stream_Play(int channel, FSOUND_STREAM *stream);
DLL_API int F_API FSOUND_Stream_Play3DAttrib(int channel, FSOUND_STREAM *stream, int freq, int vol, int pan, float *pos, float *vel);
DLL_API signed char F_API FSOUND_Stream_Stop(FSOUND_STREAM *stream);
DLL_API signed char F_API FSOUND_Stream_Close(FSOUND_STREAM *stream);
DLL_API signed char F_API FSOUND_Stream_SetEndCallback(FSOUND_STREAM *stream, FSOUND_STREAMCALLBACK callback, int userdata);
DLL_API signed char F_API FSOUND_Stream_SetSynchCallback(FSOUND_STREAM *stream, FSOUND_STREAMCALLBACK callback, int userdata);
DLL_API FSOUND_SAMPLE * F_API FSOUND_Stream_GetSample(FSOUND_STREAM *stream);
DLL_API FSOUND_DSPUNIT *F_API FSOUND_Stream_CreateDSP(FSOUND_STREAM *stream, FSOUND_DSPCALLBACK callback, int priority, int param);
DLL_API signed char F_API FSOUND_Stream_SetPaused(FSOUND_STREAM *stream, signed char paused);
DLL_API signed char F_API FSOUND_Stream_GetPaused(FSOUND_STREAM *stream);
DLL_API signed char F_API FSOUND_Stream_SetPosition(FSOUND_STREAM *stream, int position);
DLL_API int F_API FSOUND_Stream_GetPosition(FSOUND_STREAM *stream);
DLL_API signed char F_API FSOUND_Stream_SetTime(FSOUND_STREAM *stream, int ms);
DLL_API int F_API FSOUND_Stream_GetTime(FSOUND_STREAM *stream);
DLL_API int F_API FSOUND_Stream_GetLength(FSOUND_STREAM *stream);
DLL_API int F_API FSOUND_Stream_GetLengthMs(FSOUND_STREAM *stream);
// ===================
// CD audio functions.
// ===================
DLL_API signed char F_API FSOUND_CD_Play(int track);
DLL_API void F_API FSOUND_CD_SetPlayMode(signed char mode);
DLL_API signed char F_API FSOUND_CD_Stop();
DLL_API signed char F_API FSOUND_CD_SetPaused(signed char paused);
DLL_API signed char F_API FSOUND_CD_SetVolume(int volume);
DLL_API signed char F_API FSOUND_CD_Eject();
DLL_API signed char F_API FSOUND_CD_GetPaused();
DLL_API int F_API FSOUND_CD_GetTrack();
DLL_API int F_API FSOUND_CD_GetNumTracks();
DLL_API int F_API FSOUND_CD_GetVolume();
DLL_API int F_API FSOUND_CD_GetTrackLength(int track);
DLL_API int F_API FSOUND_CD_GetTrackTime();
// ==============
// DSP functions.
// ==============
// DSP Unit control and information functions.
DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_Create(FSOUND_DSPCALLBACK callback, int priority, int param);
DLL_API void F_API FSOUND_DSP_Free(FSOUND_DSPUNIT *unit);
DLL_API void F_API FSOUND_DSP_SetPriority(FSOUND_DSPUNIT *unit, int priority);
DLL_API int F_API FSOUND_DSP_GetPriority(FSOUND_DSPUNIT *unit);
DLL_API void F_API FSOUND_DSP_SetActive(FSOUND_DSPUNIT *unit, signed char active);
DLL_API signed char F_API FSOUND_DSP_GetActive(FSOUND_DSPUNIT *unit);
// Functions to get hold of FSOUND 'system DSP unit' handles.
DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetClearUnit();
DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetSFXUnit();
DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetMusicUnit();
DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetClipAndCopyUnit();
// misc DSP functions
DLL_API signed char F_API FSOUND_DSP_MixBuffers(void *destbuffer, void *srcbuffer, int len, int freq, int vol, int pan, unsigned int mode);
DLL_API void F_API FSOUND_DSP_ClearMixBuffer();
DLL_API int F_API FSOUND_DSP_GetBufferLength();
// =============================================
// Geometry functions. (NOT SUPPORTED IN LINUX)
// =============================================
// scene/polygon functions
DLL_API signed char F_API FSOUND_Geometry_AddPolygon(float *p1, float *p2, float *p3, float *p4, float *normal, unsigned int mode, float *openingfactor);
DLL_API int F_API FSOUND_Geometry_AddList(FSOUND_GEOMLIST *geomlist);
// polygon list functions
DLL_API FSOUND_GEOMLIST * F_API FSOUND_Geometry_List_Create(signed char boundingvolume);
DLL_API signed char F_API FSOUND_Geometry_List_Free(FSOUND_GEOMLIST *geomlist);
DLL_API signed char F_API FSOUND_Geometry_List_Begin(FSOUND_GEOMLIST *geomlist);
DLL_API signed char F_API FSOUND_Geometry_List_End(FSOUND_GEOMLIST *geomlist);
// material functions
DLL_API FSOUND_MATERIAL * F_API FSOUND_Geometry_Material_Create();
DLL_API signed char F_API FSOUND_Geometry_Material_Free(FSOUND_MATERIAL *material);
DLL_API signed char F_API FSOUND_Geometry_Material_SetAttributes(FSOUND_MATERIAL *material, float reflectancegain, float reflectancefreq, float transmittancegain, float transmittancefreq);
DLL_API signed char F_API FSOUND_Geometry_Material_GetAttributes(FSOUND_MATERIAL *material, float *reflectancegain, float *reflectancefreq, float *transmittancegain, float *transmittancefreq);
DLL_API signed char F_API FSOUND_Geometry_Material_Set(FSOUND_MATERIAL *material);
// ========================================================================
// Reverb functions. (eax, eax2, a3d 3.0 reverb) (NOT SUPPORTED IN LINUX)
// ========================================================================
// eax1, eax2, a3d 3.0 (use FSOUND_REVERB_PRESETS if you like), (eax2 support through emulation/parameter conversion)
DLL_API signed char F_API FSOUND_Reverb_SetEnvironment(int env, float vol, float decay, float damp);
// eax2, a3d 3.0 only, does not work on eax1
DLL_API signed char F_API FSOUND_Reverb_SetEnvironmentAdvanced(
int env,
int Room, // [-10000, 0] default: -10000 mB or use FSOUND_REVERB_IGNOREPARAM
int RoomHF, // [-10000, 0] default: 0 mB or use FSOUND_REVERB_IGNOREPARAM
float RoomRolloffFactor, // [0.0, 10.0] default: 0.0 or use FSOUND_REVERB_IGNOREPARAM
float DecayTime, // [0.1, 20.0] default: 1.0 s or use FSOUND_REVERB_IGNOREPARAM
float DecayHFRatio, // [0.1, 2.0] default: 0.5 or use FSOUND_REVERB_IGNOREPARAM
int Reflections, // [-10000, 1000] default: -10000 mB or use FSOUND_REVERB_IGNOREPARAM
float ReflectionsDelay, // [0.0, 0.3] default: 0.02 s or use FSOUND_REVERB_IGNOREPARAM
int Reverb, // [-10000, 2000] default: -10000 mB or use FSOUND_REVERB_IGNOREPARAM
float ReverbDelay, // [0.0, 0.1] default: 0.04 s or use FSOUND_REVERB_IGNOREPARAM
float EnvironmentSize, // [0.0, 100.0] default: 100.0 % or use FSOUND_REVERB_IGNOREPARAM
float EnvironmentDiffusion, // [0.0, 100.0] default: 100.0 % or use FSOUND_REVERB_IGNOREPARAM
float AirAbsorptionHF); // [20.0, 20000.0] default: 5000.0 Hz or use FSOUND_REVERB_IGNOREPARAM
DLL_API signed char F_API FSOUND_Reverb_SetMix(int channel, float mix);
// information functions
DLL_API signed char F_API FSOUND_Reverb_GetEnvironment(int *env, float *vol, float *decay, float *damp);
DLL_API signed char F_API FSOUND_Reverb_GetEnvironmentAdvanced(
int *env,
int *Room,
int *RoomHF,
float *RoomRolloffFactor,
float *DecayTime,
float *DecayHFRatio,
int *Reflections,
float *ReflectionsDelay,
int *Reverb,
float *ReverbDelay,
float *EnvironmentSize,
float *EnvironmentDiffusion,
float *AirAbsorptionHF);
DLL_API signed char F_API FSOUND_Reverb_GetMix(int channel, float *mix);
// =============================================
// Recording functions (NOT SUPPORTED IN LINUX)
// =============================================
// recording initialization functions
DLL_API signed char F_API FSOUND_Record_SetDriver(int outputtype);
DLL_API int F_API FSOUND_Record_GetNumDrivers();
DLL_API signed char * F_API FSOUND_Record_GetDriverName(int id);
DLL_API int F_API FSOUND_Record_GetDriver();
// recording functionality. Only one recording session will work at a time
DLL_API signed char F_API FSOUND_Record_StartSample(FSOUND_SAMPLE *sptr, signed char loop);// record to sample
DLL_API signed char F_API FSOUND_Record_Stop(); // stop recording
DLL_API int F_API FSOUND_Record_GetPosition(); // offset in sample, or wav file
// =========================
// File system override
// =========================
DLL_API void F_API FSOUND_File_SetCallbacks(unsigned int (_cdecl *OpenCallback)(const char *name),
void (_cdecl *CloseCallback)(unsigned int handle),
int (_cdecl *ReadCallback)(void *buffer, int size, unsigned int handle),
int (_cdecl *SeekCallback)(unsigned int handle, int pos, signed char mode),
int (_cdecl *TellCallback)(unsigned int handle));
// =============================================================================================
// FMUSIC API
// =============================================================================================
// Song management / playback functions.
DLL_API FMUSIC_MODULE * F_API FMUSIC_LoadSong(const char *name);
DLL_API FMUSIC_MODULE * F_API FMUSIC_LoadSongMemory(void *data, int length);
DLL_API signed char F_API FMUSIC_FreeSong(FMUSIC_MODULE *mod);
DLL_API signed char F_API FMUSIC_PlaySong(FMUSIC_MODULE *mod);
DLL_API signed char F_API FMUSIC_StopSong(FMUSIC_MODULE *mod);
DLL_API void F_API FMUSIC_StopAllSongs();
DLL_API signed char F_API FMUSIC_SetZxxCallback(FMUSIC_MODULE *mod, FMUSIC_CALLBACK callback);
DLL_API signed char F_API FMUSIC_SetRowCallback(FMUSIC_MODULE *mod, FMUSIC_CALLBACK callback, int rowstep);
DLL_API signed char F_API FMUSIC_SetOrderCallback(FMUSIC_MODULE *mod, FMUSIC_CALLBACK callback, int orderstep);
DLL_API signed char F_API FMUSIC_SetInstCallback(FMUSIC_MODULE *mod, FMUSIC_CALLBACK callback, int instrument);
DLL_API signed char F_API FMUSIC_SetSample(FMUSIC_MODULE *mod, int sampno, FSOUND_SAMPLE *sptr);
DLL_API signed char F_API FMUSIC_OptimizeChannels(FMUSIC_MODULE *mod, int maxchannels, int minvolume);
// Runtime song functions.
DLL_API signed char F_API FMUSIC_SetReverb(signed char reverb); // MIDI only.
DLL_API signed char F_API FMUSIC_SetOrder(FMUSIC_MODULE *mod, int order);
DLL_API signed char F_API FMUSIC_SetPaused(FMUSIC_MODULE *mod, signed char pause);
DLL_API signed char F_API FMUSIC_SetMasterVolume(FMUSIC_MODULE *mod, int volume);
DLL_API signed char F_API FMUSIC_SetPanSeperation(FMUSIC_MODULE *mod, float pansep);
// Static song information functions.
DLL_API char * F_API FMUSIC_GetName(FMUSIC_MODULE *mod);
DLL_API signed char F_API FMUSIC_GetType(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetNumOrders(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetNumPatterns(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetNumInstruments(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetNumSamples(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetNumChannels(FMUSIC_MODULE *mod);
DLL_API FSOUND_SAMPLE * F_API FMUSIC_GetSample(FMUSIC_MODULE *mod, int sampno);
DLL_API int F_API FMUSIC_GetPatternLength(FMUSIC_MODULE *mod, int orderno);
// Runtime song information.
DLL_API signed char F_API FMUSIC_IsFinished(FMUSIC_MODULE *mod);
DLL_API signed char F_API FMUSIC_IsPlaying(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetMasterVolume(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetGlobalVolume(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetOrder(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetPattern(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetSpeed(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetBPM(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetRow(FMUSIC_MODULE *mod);
DLL_API signed char F_API FMUSIC_GetPaused(FMUSIC_MODULE *mod);
DLL_API int F_API FMUSIC_GetTime(FMUSIC_MODULE *mod);
#ifdef __cplusplus
}
#endif
*/
#endif