Cxbx-Reloaded/Include/Win32/CxbxKrnl/EmuDSound.h

218 lines
7.3 KiB
C

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