// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: soundst.h 538 2009-09-23 23:24:07Z smite-meister $
//
// 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: soundst.h,v $
// Revision 1.2  2000/02/27 00:42:12  hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1  2000/02/22 20:32:33  hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
//      Sound (utility) related. Hang on.
//      See gensounds.h and gensounds.c for what soundst.h is made of.
//
//-----------------------------------------------------------------------------

#ifndef __SOUNDSTH__
#define __SOUNDSTH__

#define S_MAX_VOLUME            127

// when to clip out sounds
// Doesn't fit the large outdoor areas.
#define S_CLIPPING_DIST         (1200*0x10000)

// when sounds should be max'd out
#define S_CLOSE_DIST            (200*0x10000)


#define S_ATTENUATOR            ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS)

#define NORM_PITCH              128
#define NORM_PRIORITY           64
#define NORM_VOLUME             snd_MaxVolume

#define S_PITCH_PERTURB         1
#define NORM_SEP                        128
#define S_STEREO_SWING          (96*0x10000)

// % attenuation from front to back
#define S_IFRACVOL                      30

#define NA                              0
#define S_NUMCHANNELS           2




//
// MusicInfo struct.
//
typedef struct
{
    // up to 6-character name
    char*       name;

    // lump number of music
    int         lumpnum;
    
    // music data
    void*       data;

    // music handle once registered
    int handle;
    
} musicinfo_t;



//
// SoundFX struct.
//
typedef struct sfxinfo_struct   sfxinfo_t;

struct sfxinfo_struct
{
    // up to 6-character name
    char*       name;

    // Sfx singularity (only one at a time)
    int         singularity;

    // Sfx priority
    int         priority;

    // referenced sound if a link
    sfxinfo_t*  link;

    // pitch if a link
    int         pitch;

    // volume if a link
    int         volume;

    // sound data
    void*       data;

    // this is checked every second to see if sound
    // can be thrown out (if 0, then decrement, if -1,
    // then throw out, if > 0, then it's in use)
    int         usefulness;

    // lump number of sfx
    int         lumpnum;                
};



typedef struct
{
    // sound information (if null, channel avail.)
    sfxinfo_t*  sfxinfo;

    // origin of sound
    void*       origin;

    // handle of the sound being played
    int         handle;
    
} channel_t;



enum
{
    Music,
    Sfx,
    SfxLink
};

enum
{
    PC=1,
    Adlib=2,
    SB=4,
    Midi=8
}; // cards available

enum
{
    sfxThrowOut=-1,
    sfxNotUsed=0
};


//
// Initialize the sound code at start of level
//
void S_Start(void);

//
// Start sound for thing at <origin>
//  using <sound_id> from sounds.h
//
extern void
S_StartSound
( void*         origin,
  int           sound_id );



// Will start a sound at a given volume.
extern void
S_StartSoundAtVolume
( void*         origin,
  int           sound_id,
  int           volume );


// Stop sound for thing at <origin>
extern void S_StopSound(void* origin);

// Start music using <music_id> from sounds.h
extern void S_StartMusic(int music_id);

// Start music using <music_id> from sounds.h,
//  and set whether looping
extern void
S_ChangeMusic
( int           music_id,
  int           looping );


// Stops the music
extern void S_StopMusic(void);

void S_PauseSound(void);
void S_ResumeSound(void);


//
// Updates music & sounds
//
extern void S_UpdateSounds(void* listener);

void S_SetMusicVolume(int volume);
void S_SetSfxVolume(int volume);

//
// Initializes sound stuff, including volume
//
void
S_Init
( int   ,
  int    );



//
// SOUND IO
//
#define FREQ_LOW                0x40
#define FREQ_NORM               0x80
#define FREQ_HIGH               0xff


void I_SetMusicVolume(int volume);
void I_SetSfxVolume(int volume);

//
//  MUSIC I/O
//
void I_PauseSong(int handle);
void I_ResumeSong(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.
// Horrible thing to do, considering.
void
I_PlaySong
( int           handle,
  int           looping );


// stops a song over 3 seconds.
void I_StopSong(int handle);

// registers a song handle to song data
int I_RegisterSong(void *data);

// see above then think backwards
void I_UnRegisterSong(int handle);

// is the song playing?
int I_QrySongPlaying(int handle);


//
//  SFX I/O
//
void I_SetChannels(int channels);

int I_GetSfxLumpNum (sfxinfo_t*);


// Starts a sound in a particular sound channel.
int
I_StartSound
( int           id,
  void*         data,
  int           vol,
  int           sep,
  int           pitch,
  int           priority );


// Updates the volume, separation,
//  and pitch of a sound channel.
void
I_UpdateSoundParams
( int           handle,
  int           vol,
  int           sep,
  int           pitch );


// Stops a sound channel.
void I_StopSound(int handle);

// Called by S_*()'s to see if a channel is still playing.
// Returns 0 if no longer playing, 1 if playing.
int I_SoundIsPlaying(int handle);


// the complete set of sound effects
extern sfxinfo_t        S_sfx[];

// the complete set of music
extern musicinfo_t      S_music[];

#endif
