#ifndef _audio_h_ #define _audio_h_ #include "datatypes.h" /* Copyright (c) 2013-2021 Devine Lu Linvega 2018 web port by rezmason 2021 C89 port by rezmason Permission to use, copy, modify, and distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE. */ /* Hiversaires has short sound effects and long music and ambience tracks. This module loads the effects when the game initializes, and coordinates the loading and unloading of the music and ambience on demand. */ typedef enum { EFFECT_ACTION_DOOR_ACTIVE, EFFECT_ACTION_DOOR_INIT, EFFECT_ACTION_ENERGY_ACTIVE, EFFECT_ACTION_ENERGY_INIT, EFFECT_ACTION_ENERGY_STACK, EFFECT_ACTION_SEAL_ACTIVE, EFFECT_ACTION_SEAL_INACTIVE, EFFECT_ACTION_SEAL_INIT, EFFECT_FOOTSTEP_COLLIDE, EFFECT_FOOTSTEP_LEFT, EFFECT_FOOTSTEP_RIGHT, EFFECT_FOOTSTEP_TURN, NumberOfEffects } EffectName; #define MUSIC_CHANNEL 0 #define AMBIENCE_CHANNEL 1 #define RESERVED_CHANNELS 2 int Audio_PreloadAssets(void); void Audio_Init(void); void Audio_Quit(void); void Audio_SetAmbience(Zone zone); void Audio_SetMusic(Chapter chapter); void Audio_PlayEffect(EffectName name); void Audio_PlayFootstep(void); int Audio_GetActive(void); void Audio_SetActive(int active); #endif