61 lines
2.5 KiB
C
61 lines
2.5 KiB
C
/*
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* samples.h
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*
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* Copyright (C) 2006 Matt Ownby
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*
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* This file is part of DAPHNE, a laserdisc arcade game emulator
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*
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* DAPHNE is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* DAPHNE is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef SAMPLES_H
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#define SAMPLES_H
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#include <SDL.h> // for data-type defs
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// init callback
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int samples_init(unsigned int unused);
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// shutdown
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void samples_shutdown(int shutdown);
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// called from sound mixer to get audio stream
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void samples_get_stream(Uint8 *stream, int length, int internal_id);
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// Plays a sample
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// The sample's audio specs must match our the audio device's specs
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// 'uLength' is how long the sample is IN BYTES (so 4-bytes = 1 sample for 16-bit stereo)
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// 'uChannels' is how many channels the sample has (must be 1 for mono or 2 for stereo)
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// 'iSlot' specifies which slot to play the sample in, or -1 to just pick the next available one
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// Returns the slot that the sample is playing in, or
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// -1 if uChannels or iSlot is out of range, or
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// -2 if there are no slots available
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int samples_play_sample(Uint8 *pu8Buf, unsigned int uLength, unsigned int uChannels = AUDIO_CHANNELS, int iSlot = -1,
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void (*finishedCallback)(Uint8 *pu8Buf, unsigned int uSlot) = NULL);
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// returns true if the sample indicated by 'uSlot' is currently playing
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// or false if the sample isn't playing
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bool samples_is_sample_playing(unsigned int uSlot);
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// This is a hack (for now) to ensure that any callbacks that were queued get fired by the main thread (instead of the audio thread).
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// For now it must be manually called as often as you want your callbacks to be called.
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// (in the future this will be automated)
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void samples_do_queued_callbacks();
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bool samples_set_state(unsigned int, bool); // by rdg -- give Singe the ability to pause/resume samples
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bool samples_end_early(unsigned int); // Stops an active sample
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void samples_flush_queue(); // Stops all active samples
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#endif // SAMPLES_H
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