re3/src/audio/DMAudio.h

108 lines
3.1 KiB
C++

#pragma once
#include "audio_enums.h"
#include "soundlist.h"
#include "Crime.h"
#define AEHANDLE_IS_FAILED(h) ((h)<0)
#define AEHANDLE_IS_OK(h) ((h)>=0)
#define NO_AUDIO_PROVIDER -3
#define AUDIO_PROVIDER_NOT_DETERMINED -99
class cAudioScriptObject;
class CEntity;
class cDMAudio
{
public:
~cDMAudio()
{ }
void Initialise(void);
void Terminate(void);
void Service(void);
int32 CreateEntity(eAudioType type, void *UID);
void DestroyEntity(int32 audioEntity);
bool8 GetEntityStatus(int32 audioEntity);
void SetEntityStatus(int32 audioEntity, bool8 status);
void PlayOneShot(int32 audioEntity, uint16 oneShot, float volume);
void DestroyAllGameCreatedEntities(void);
void SetOutputMode(bool8 surround);
void SetMP3BoostVolume(uint8 volume);
void SetEffectsMasterVolume(uint8 volume);
void SetMusicMasterVolume(uint8 volume);
void SetEffectsFadeVol(uint8 volume);
void SetMusicFadeVol(uint8 volume);
uint8 GetNum3DProvidersAvailable(void);
char *Get3DProviderName(uint8 id);
int8 AutoDetect3DProviders(void);
int8 GetCurrent3DProviderIndex(void);
int8 SetCurrent3DProvider(uint8 which);
void SetSpeakerConfig(int32 config);
bool8 IsMP3RadioChannelAvailable(void);
void ReleaseDigitalHandle(void);
void ReacquireDigitalHandle(void);
void SetDynamicAcousticModelingStatus(bool8 status);
bool8 CheckForAnAudioFileOnCD(void);
char GetCDAudioDriveLetter(void);
bool8 IsAudioInitialised(void);
void ResetPoliceRadio();
void ReportCrime(eCrimeType crime, CVector const &pos);
int32 CreateLoopingScriptObject(cAudioScriptObject *scriptObject);
void DestroyLoopingScriptObject(int32 audioEntity);
void CreateOneShotScriptObject(cAudioScriptObject *scriptObject);
void PlaySuspectLastSeen(float x, float y, float z);
void ReportCollision(CEntity *entityA, CEntity *entityB, uint8 surfaceTypeA, uint8 surfaceTypeB, float collisionPower, float velocity);
void PlayFrontEndSound(uint16 frontend, uint32 volume);
void PlayRadioAnnouncement(uint32 announcement);
void PlayFrontEndTrack(uint32 track, bool8 frontendFlag);
void StopFrontEndTrack(void);
void ResetTimers(uint32 time);
void ChangeMusicMode(uint8 mode);
void PreloadCutSceneMusic(uint32 track);
void PlayPreloadedCutSceneMusic(void);
void StopCutSceneMusic(void);
void PreloadMissionAudio(uint8 slot, Const char *missionAudio);
uint8 GetMissionAudioLoadingStatus(uint8 slot);
void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
void PlayLoadedMissionAudio(uint8 slot);
bool8 IsMissionAudioSamplePlaying(uint8 slot);
bool8 IsMissionAudioSampleFinished(uint8 slot);
void ClearMissionAudio(uint8 slot);
const char *GetMissionAudioLoadedLabel(uint8 slot);
uint8 GetRadioInCar(void);
void SetRadioInCar(uint32 radio);
void SetRadioChannel(uint32 radio, int32 pos);
void SetStartingTrackPositions(bool8 isStartGame);
float *GetListenTimeArray();
uint32 GetFavouriteRadioStation();
int32 GetRadioPosition(uint32 station);
void SetPedTalkingStatus(class CPed *ped, bool8 status);
void SetPlayersMood(uint8 mood, uint32 time);
void ShutUpPlayerTalking(bool8 state);
};
extern cDMAudio DMAudio;