218 lines
7.3 KiB
C
218 lines
7.3 KiB
C
// ******************************************************************
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// *
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// * .,-::::: .,:: .::::::::. .,:: .:
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// * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;;
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// * [[[ '[[,,[[' [[[__[[\. '[[,,[['
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// * $$$ Y$$$P $$""""Y$$ Y$$$P
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// * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo,
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// * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm,
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// *
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// * Cxbx->Win32->CxbxKrnl->EmuDSound.h
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// *
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// * This file is part of the Cxbx project.
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// *
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// * Cxbx and Cxbe are free software; you can redistribute them
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// * and/or modify them under the terms of the GNU General Public
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// * License as published by the Free Software Foundation; either
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// * version 2 of the license, or (at your option) any later version.
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// *
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// * This program 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 recieved a copy of the GNU General Public License
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// * along with this program; see the file COPYING.
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// * If not, write to the Free Software Foundation, Inc.,
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// * 59 Temple Place - Suite 330, Bostom, MA 02111-1307, USA.
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// *
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// * (c) 2002-2003 Aaron Robinson <caustik@caustik.com>
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// *
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// * All rights reserved
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// *
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// ******************************************************************
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#ifndef EMUDSOUND_H
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#define EMUDSOUND_H
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#include "Xbe.h"
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#undef FIELD_OFFSET // prevent macro redefinition warnings
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#include <windows.h>
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#include <dsound.h>
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// ******************************************************************
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// * X_CDirectSound
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// ******************************************************************
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struct X_CDirectSound
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{
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// TODO: Fill this in?
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};
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// ******************************************************************
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// * X_CDirectSoundBuffer
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// ******************************************************************
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struct X_CDirectSoundBuffer
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{
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BYTE UnknownA[0x20]; // Offset: 0x00
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union // Offset: 0x20
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{
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PVOID pMpcxBuffer;
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IDirectSoundBuffer8 *EmuDirectSoundBuffer8;
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};
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BYTE UnknownB[0x0C]; // Offset: 0x24
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};
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// ******************************************************************
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// * func: EmuDirectSoundCreate
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// ******************************************************************
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HRESULT WINAPI EmuDirectSoundCreate
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(
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LPVOID pguidDeviceId,
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LPDIRECTSOUND8 *ppDirectSound,
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LPUNKNOWN pUnknown
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);
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// ******************************************************************
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// * func: EmuIDirectSound8_Release
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// ******************************************************************
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ULONG WINAPI EmuIDirectSound8_Release
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(
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LPDIRECTSOUND8 pThis
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);
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// ******************************************************************
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// * func: EmuIDirectSound8_DownloadEffectsImage
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// ******************************************************************
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HRESULT WINAPI EmuIDirectSound8_DownloadEffectsImage
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(
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LPDIRECTSOUND8 pThis,
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LPCVOID pvImageBuffer,
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DWORD dwImageSize,
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PVOID pImageLoc, // TODO: Use this param
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PVOID *ppImageDesc // TODO: Use this param
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);
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// ******************************************************************
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// * func: EmuIDirectSound8_SetOrientation
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// ******************************************************************
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HRESULT WINAPI EmuIDirectSound8_SetOrientation
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(
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LPDIRECTSOUND8 pThis,
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FLOAT xFront,
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FLOAT yFront,
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FLOAT zFront,
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FLOAT xTop,
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FLOAT yTop,
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FLOAT zTop,
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DWORD dwApply
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);
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// ******************************************************************
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// * func: EmuIDirectSound8_SetDistanceFactor
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// ******************************************************************
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HRESULT WINAPI EmuIDirectSound8_SetDistanceFactor
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(
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LPDIRECTSOUND8 pThis,
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FLOAT fDistanceFactor,
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DWORD dwApply
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);
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// ******************************************************************
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// * func: EmuIDirectSound8_SetRolloffFactor
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// ******************************************************************
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HRESULT WINAPI EmuIDirectSound8_SetRolloffFactor
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(
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LPDIRECTSOUND8 pThis,
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FLOAT fRolloffFactor,
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DWORD dwApply
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);
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// ******************************************************************
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// * func: EmuIDirectSound8_SetDopplerFactor
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// ******************************************************************
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HRESULT WINAPI EmuIDirectSound8_SetDopplerFactor
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(
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LPDIRECTSOUND8 pThis,
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FLOAT fDopplerFactor,
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DWORD dwApply
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);
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// ******************************************************************
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// * func: EmuIDirectSound8_CreateSoundBuffer
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// ******************************************************************
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HRESULT WINAPI EmuIDirectSound8_CreateSoundBuffer
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(
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LPDIRECTSOUND8 pThis,
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LPCDSBUFFERDESC pdsbd,
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X_CDirectSoundBuffer **ppBuffer,
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LPUNKNOWN pUnkOuter
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);
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// ******************************************************************
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// * func: EmuIDirectSoundBuffer8_SetBufferData
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// ******************************************************************
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HRESULT WINAPI EmuIDirectSoundBuffer8_SetBufferData
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(
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X_CDirectSoundBuffer *pThis,
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LPVOID pvBufferData,
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DWORD dwBufferBytes
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);
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// ******************************************************************
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// * func: EmuIDirectSoundBuffer8_SetPlayRegion
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// ******************************************************************
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HRESULT WINAPI EmuIDirectSoundBuffer8_SetPlayRegion
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(
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X_CDirectSoundBuffer *pThis,
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DWORD dwPlayStart,
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DWORD dwPlayLength
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);
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// ******************************************************************
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// * func: EmuIDirectSoundBuffer8_SetLoopRegion
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// ******************************************************************
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HRESULT WINAPI EmuIDirectSoundBuffer8_SetLoopRegion
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(
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X_CDirectSoundBuffer *pThis,
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DWORD dwLoopStart,
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DWORD dwLoopLength
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);
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// ******************************************************************
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// * func: EmuIDirectSoundBuffer8_SetVolume
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// ******************************************************************
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HRESULT WINAPI EmuIDirectSoundBuffer8_SetVolume
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(
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X_CDirectSoundBuffer *pThis,
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LONG lVolume
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);
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// ******************************************************************
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// * func: EmuIDirectSoundBuffer8_SetCurrentPosition
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// ******************************************************************
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HRESULT WINAPI EmuIDirectSoundBuffer8_SetCurrentPosition
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(
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DWORD dwNewPosition
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);
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// ******************************************************************
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// * func: EmuIDirectSoundBuffer8_Stop
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// ******************************************************************
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HRESULT WINAPI EmuIDirectSoundBuffer8_Stop
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(
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X_CDirectSoundBuffer *pThis
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);
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// ******************************************************************
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// * func: EmuCDirectSound_CommitDeferredSettings
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// ******************************************************************
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HRESULT WINAPI EmuCDirectSound_CommitDeferredSettings
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(
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X_CDirectSound *pThis
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);
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#endif
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