singe/sound/samples.h
2019-11-11 14:53:02 -06:00

61 lines
2.5 KiB
C

/*
* samples.h
*
* Copyright (C) 2006 Matt Ownby
*
* This file is part of DAPHNE, a laserdisc arcade game emulator
*
* DAPHNE 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.
*
* DAPHNE 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.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef SAMPLES_H
#define SAMPLES_H
#include <SDL.h> // for data-type defs
// init callback
int samples_init(unsigned int unused);
// shutdown
void samples_shutdown(int shutdown);
// called from sound mixer to get audio stream
void samples_get_stream(Uint8 *stream, int length, int internal_id);
// Plays a sample
// The sample's audio specs must match our the audio device's specs
// 'uLength' is how long the sample is IN BYTES (so 4-bytes = 1 sample for 16-bit stereo)
// 'uChannels' is how many channels the sample has (must be 1 for mono or 2 for stereo)
// 'iSlot' specifies which slot to play the sample in, or -1 to just pick the next available one
// Returns the slot that the sample is playing in, or
// -1 if uChannels or iSlot is out of range, or
// -2 if there are no slots available
int samples_play_sample(Uint8 *pu8Buf, unsigned int uLength, unsigned int uChannels = AUDIO_CHANNELS, int iSlot = -1,
void (*finishedCallback)(Uint8 *pu8Buf, unsigned int uSlot) = NULL);
// returns true if the sample indicated by 'uSlot' is currently playing
// or false if the sample isn't playing
bool samples_is_sample_playing(unsigned int uSlot);
// 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).
// For now it must be manually called as often as you want your callbacks to be called.
// (in the future this will be automated)
void samples_do_queued_callbacks();
bool samples_set_state(unsigned int, bool); // by rdg -- give Singe the ability to pause/resume samples
bool samples_end_early(unsigned int); // Stops an active sample
void samples_flush_queue(); // Stops all active samples
#endif // SAMPLES_H