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d21a6e85e7
git-svn-id: svn://kolibrios.org@1845 a494cfbc-eb01-0410-851d-a64ba20cac60
241 lines
8.2 KiB
PHP
241 lines
8.2 KiB
PHP
; uFMOD header file
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; Target OS: KolibriOS
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; Compiler: MASM32
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; HANDLE uFMOD_LoadSong(
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; void *lpXM,
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; void *param,
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; int fdwSong
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; )
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; ---
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; Description:
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; ---
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; Loads the given XM song and starts playing it as soon as you
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; call uFMOD_WaveOut for the first time. Playback won't begin
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; if XM_SUSPENDED flag is specified. It will stop any currently
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; playing song before loading the new one.
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; ---
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; Parameters:
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; ---
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; lpXM
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; Specifies the song to load. If this parameter is 0, any
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; currently playing song is stopped. In such a case, function
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; does not return a meaningful value. fdwSong parameter
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; determines whether this value is interpreted as a filename
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; or as a pointer to an image of the song in memory.
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; param
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; If XM_MEMORY is specified, this parameter should be the size
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; of the image of the song in memory.
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; If XM_FILE is specified, this parameter is ignored.
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; fdwSong
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; Flags for playing the song. The following values are defined:
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; XM_FILE lpXM points to filename. param is ignored.
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; XM_MEMORY lpXM points to an image of a song in memory.
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; param is the image size. Once, uFMOD_LoadSong
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; returns, it's safe to free/discard the memory
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; buffer.
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; XM_NOLOOP An XM track plays repeatedly by default. Specify
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; this flag to play it only once.
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; XM_SUSPENDED The XM track is loaded in a suspended state,
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; and will not play until the uFMOD_Resume function
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; is called. This is useful for preloading a song
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; or testing an XM track for validity.
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; ---
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; Return Values:
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; ---
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; On success, returns the handle of the Infinity Sound driver.
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; Returns 0 on failure.
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uFMOD_LoadSong PROTO C :DWORD,:DWORD,:DWORD
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; int uFMOD_WaveOut(void)
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; ---
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; Description:
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; ---
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; Updates the internal playback buffer.
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; ---
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; Remarks:
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; ---
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; This function should be called from the same thread
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; uFMOD_LoadSong was previously called. Playback doesn't actually
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; begin when calling uFMOD_LoadSong, but when calling uFMOD_WaveOut
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; after a successful uFMOD_LoadSong call. Afterwards, you should
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; call uFMOD_WaveOut repeatedly at least once every 250 ms to
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; prevent "buffer underruns".
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; uFMOD_WaveOut is a non-blocking function. The accuracy of the
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; InfoAPI functions (uFMOD_GetStats, uFMOD_GetRowOrder and
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; uFMOD_GetTime) depends on the periodicity of this function being
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; invoked.
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; ---
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; Return Values:
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; ---
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; Returns non zero on error.
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uFMOD_WaveOut PROTO C
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; void uFMOD_StopSong(void)
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; ---
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; Description:
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; ---
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; Stops the currently playing song, freeing the associated
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; resources.
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; ---
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; Remarks:
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; ---
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; Does nothing if no song is playing at the time the call is made.
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uFMOD_StopSong PROTO C
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; void uFMOD_Jump2Pattern(
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; unsigned int pat
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; )
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; ---
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; Description:
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; ---
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; Jumps to the specified pattern index.
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; ---
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; Parameters:
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; ---
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; pat
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; Next zero based pattern index.
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; ---
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; Remarks:
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; ---
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; uFMOD doesn't automatically perform Note Off effects before jumping
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; to the target pattern. In other words, the original pattern will
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; remain in the mixer until it fades out. You can use this feature to
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; your advantage. If you don't like it, just insert leading Note Off
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; commands in all patterns intended to be used as uFMOD_Jump2Pattern
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; targets.
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; if the pattern index lays outside of the bounds of the pattern order
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; table, calling this function jumps to pattern 0, effectively
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; rewinding playback.
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uFMOD_Jump2Pattern PROTO C :DWORD
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; void uFMOD_Pause(void)
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; ---
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; Description:
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; ---
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; Pauses the currently playing song, if any.
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; ---
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; Remarks:
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; ---
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; While paused you can still control the volume (uFMOD_SetVolume) and
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; the pattern order (uFMOD_Jump2Pattern). The RMS volume coefficients
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; (uFMOD_GetStats) will go down to 0 and the progress tracker
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; (uFMOD_GetTime) will "freeze" while the song is paused.
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; uFMOD_Pause doesn't perform the request immediately. Instead, it
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; signals to pause when playback reaches next chunk of data.
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; This way, uFMOD_Pause performs asynchronously and returns very fast.
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; It is not cumulative. So, calling uFMOD_Pause many times in a row
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; has the same effect as calling it once.
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; You shouldn't stop calling uFMOD_WaveOut while the song is paused!
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uFMOD_Pause PROTO C
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; void uFMOD_Resume(void)
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; ---
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; Description:
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; ---
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; Resumes the currently paused song, if any.
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; ---
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; Remarks:
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; ---
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; uFMOD_Resume doesn't perform the request immediately. Instead, it
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; signals to resume when uFMOD_WaveOut is called again. uFMOD_Resume
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; is not cumulative. So, calling it many times in a row has the same
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; effect as calling it once.
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uFMOD_Resume PROTO C
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; unsigned int uFMOD_GetStats(void)
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; ---
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; Description:
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; ---
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; Returns the current RMS volume coefficients in (L)eft and (R)ight
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; channels.
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; low-order word: RMS volume in R channel
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; hi-order word: RMS volume in L channel
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; Range from 0 (silence) to $7FFF (maximum) on each channel.
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; ---
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; Remarks:
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; ---
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; This function is useful for updating a VU meter. It's recommended
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; to rescale the output to log10 (decibels or dB for short), because
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; human ears track volume changes in a dB scale. You may call
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; uFMOD_GetStats() as often as you like, but take in mind that uFMOD
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; updates both channel RMS volumes at the same rate uFMOD_WaveOut
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; function is called. In other words, you should call uFMOD_WaveOut
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; more often to increase the accuracy of uFMOD_GetStats.
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uFMOD_GetStats PROTO C
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; unsigned int uFMOD_GetRowOrder(void)
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; ---
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; Description:
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; ---
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; Returns the currently playing row and order.
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; low-order word: row
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; hi-order word: order
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; ---
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; Remarks:
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; ---
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; This function is useful for synchronization. uFMOD updates both
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; row and order values at the same rate uFMOD_WaveOut function is
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; called. In other words, you should call uFMOD_WaveOut more often
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; to increase the accuracy of uFMOD_GetRowOrder.
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uFMOD_GetRowOrder PROTO C
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; unsigned int uFMOD_GetTime(void)
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; ---
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; Description:
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; ---
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; Returns the time in milliseconds since the song was started.
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; ---
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; Remarks:
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; ---
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; This function is useful for synchronizing purposes. Multimedia
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; applications can use uFMOD_GetTime to synchronize GFX to sound,
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; for example. An XM player can use this function to update a progress
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; meter.
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uFMOD_GetTime PROTO C
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; unsigned char* uFMOD_GetTitle(void)
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; ---
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; Description:
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; ---
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; Returns the current song's title.
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; ---
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; Remarks:
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; ---
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; Not every song has a title, so be prepared to get an empty string.
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uFMOD_GetTitle PROTO C
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; void uFMOD_SetVolume(
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; unsigned int vol
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; )
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; ---
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; Description:
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; ---
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; Sets the global volume. The volume scale is linear.
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; ---
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; Parameters:
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; ---
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; vol
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; New volume. Range: from uFMOD_MIN_VOL (muting) to uFMOD_MAX_VOL
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; (maximum volume). Any value above uFMOD_MAX_VOL maps to maximum
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; volume.
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; ---
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; Remarks:
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; ---
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; uFMOD internally converts the given values to a logarithmic scale (dB).
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; Maximum volume is set by default. The volume value is preserved across
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; uFMOD_LoadSong calls. You can set the desired volume level before
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; actually starting to play a song.
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; You can use Infinity Sound API to control the L and R channels volumes
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; separately. It also has a wider range than uFMOD_SetVolume, sometimes
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; allowing to amplify the sound volume as well, as opposed to
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; uFMOD_SetVolume only being able to attenuate it.
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uFMOD_SetVolume PROTO C :DWORD
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XM_MEMORY EQU 1
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XM_FILE EQU 2
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XM_NOLOOP EQU 8
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XM_SUSPENDED EQU 16
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uFMOD_MIN_VOL EQU 0
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uFMOD_MAX_VOL EQU 25
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uFMOD_DEFAULT_VOL EQU 25 |