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Diffstat (limited to 'Frameworks/SDL_mixer.framework/Versions/A/Headers/SDL_mixer.h')
-rw-r--r-- | Frameworks/SDL_mixer.framework/Versions/A/Headers/SDL_mixer.h | 582 |
1 files changed, 0 insertions, 582 deletions
diff --git a/Frameworks/SDL_mixer.framework/Versions/A/Headers/SDL_mixer.h b/Frameworks/SDL_mixer.framework/Versions/A/Headers/SDL_mixer.h deleted file mode 100644 index 6cb94e73..00000000 --- a/Frameworks/SDL_mixer.framework/Versions/A/Headers/SDL_mixer.h +++ /dev/null @@ -1,582 +0,0 @@ -/* - SDL_mixer: An audio mixer library based on the SDL library - Copyright (C) 1997-2004 Sam Lantinga - - This library is free software; you can redistribute it and/or - modify it under the terms of the GNU Library General Public - License as published by the Free Software Foundation; either - version 2 of the License, or (at your option) any later version. - - This library 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 - Library General Public License for more details. - - You should have received a copy of the GNU Library General Public - License along with this library; if not, write to the Free - Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA - - Sam Lantinga - slouken@libsdl.org -*/ - -/* $Id: SDL_mixer.h 1599 2005-07-09 01:09:32Z icculus $ */ - -#ifndef _SDL_MIXER_H -#define _SDL_MIXER_H - -#include "SDL_types.h" -#include "SDL_rwops.h" -#include "SDL_audio.h" -#include "SDL_byteorder.h" -#include "SDL_version.h" -#include "begin_code.h" - -/* Set up for C function definitions, even when using C++ */ -#ifdef __cplusplus -extern "C" { -#endif - -/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL -*/ -#define SDL_MIXER_MAJOR_VERSION 1 -#define SDL_MIXER_MINOR_VERSION 2 -#define SDL_MIXER_PATCHLEVEL 7 - -/* This macro can be used to fill a version structure with the compile-time - * version of the SDL_mixer library. - */ -#define SDL_MIXER_VERSION(X) \ -{ \ - (X)->major = SDL_MIXER_MAJOR_VERSION; \ - (X)->minor = SDL_MIXER_MINOR_VERSION; \ - (X)->patch = SDL_MIXER_PATCHLEVEL; \ -} - -/* Backwards compatibility */ -#define MIX_MAJOR_VERSION SDL_MIXER_MAJOR_VERSION -#define MIX_MINOR_VERSION SDL_MIXER_MINOR_VERSION -#define MIX_PATCHLEVEL SDL_MIXER_PATCHLEVEL -#define MIX_VERSION(X) SDL_MIXER_VERSION(X) - -/* This function gets the version of the dynamically linked SDL_mixer library. - it should NOT be used to fill a version structure, instead you should - use the SDL_MIXER_VERSION() macro. - */ -extern DECLSPEC const SDL_version * SDLCALL Mix_Linked_Version(void); - - -/* The default mixer has 8 simultaneous mixing channels */ -#ifndef MIX_CHANNELS -#define MIX_CHANNELS 8 -#endif - -/* Good default values for a PC soundcard */ -#define MIX_DEFAULT_FREQUENCY 22050 -#if SDL_BYTEORDER == SDL_LIL_ENDIAN -#define MIX_DEFAULT_FORMAT AUDIO_S16LSB -#else -#define MIX_DEFAULT_FORMAT AUDIO_S16MSB -#endif -#define MIX_DEFAULT_CHANNELS 2 -#define MIX_MAX_VOLUME 128 /* Volume of a chunk */ - -/* The internal format for an audio chunk */ -typedef struct Mix_Chunk { - int allocated; - Uint8 *abuf; - Uint32 alen; - Uint8 volume; /* Per-sample volume, 0-128 */ -} Mix_Chunk; - -/* The different fading types supported */ -typedef enum { - MIX_NO_FADING, - MIX_FADING_OUT, - MIX_FADING_IN -} Mix_Fading; - -typedef enum { - MUS_NONE, - MUS_CMD, - MUS_WAV, - MUS_MOD, - MUS_MID, - MUS_OGG, - MUS_MP3 -} Mix_MusicType; - -/* The internal format for a music chunk interpreted via mikmod */ -typedef struct _Mix_Music Mix_Music; - -/* Open the mixer with a certain audio format */ -extern DECLSPEC int SDLCALL Mix_OpenAudio(int frequency, Uint16 format, int channels, - int chunksize); - -/* Dynamically change the number of channels managed by the mixer. - If decreasing the number of channels, the upper channels are - stopped. - This function returns the new number of allocated channels. - */ -extern DECLSPEC int SDLCALL Mix_AllocateChannels(int numchans); - -/* Find out what the actual audio device parameters are. - This function returns 1 if the audio has been opened, 0 otherwise. - */ -extern DECLSPEC int SDLCALL Mix_QuerySpec(int *frequency,Uint16 *format,int *channels); - -/* Load a wave file or a music (.mod .s3m .it .xm) file */ -extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV_RW(SDL_RWops *src, int freesrc); -#define Mix_LoadWAV(file) Mix_LoadWAV_RW(SDL_RWFromFile(file, "rb"), 1) -extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS(const char *file); - -/* Load a music file from an SDL_RWop object (Ogg and MikMod specific currently) - Matt Campbell (matt@campbellhome.dhs.org) April 2000 */ -extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_RW(SDL_RWops *rw); - -/* Load a wave file of the mixer format from a memory buffer */ -extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_WAV(Uint8 *mem); - -/* Load raw audio data of the mixer format from a memory buffer */ -extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_RAW(Uint8 *mem, Uint32 len); - -/* Free an audio chunk previously loaded */ -extern DECLSPEC void SDLCALL Mix_FreeChunk(Mix_Chunk *chunk); -extern DECLSPEC void SDLCALL Mix_FreeMusic(Mix_Music *music); - -/* Find out the music format of a mixer music, or the currently playing - music, if 'music' is NULL. -*/ -extern DECLSPEC Mix_MusicType SDLCALL Mix_GetMusicType(const Mix_Music *music); - -/* Set a function that is called after all mixing is performed. - This can be used to provide real-time visual display of the audio stream - or add a custom mixer filter for the stream data. -*/ -extern DECLSPEC void SDLCALL Mix_SetPostMix(void (*mix_func) - (void *udata, Uint8 *stream, int len), void *arg); - -/* Add your own music player or additional mixer function. - If 'mix_func' is NULL, the default music player is re-enabled. - */ -extern DECLSPEC void SDLCALL Mix_HookMusic(void (*mix_func) - (void *udata, Uint8 *stream, int len), void *arg); - -/* Add your own callback when the music has finished playing. - This callback is only called if the music finishes naturally. - */ -extern DECLSPEC void SDLCALL Mix_HookMusicFinished(void (*music_finished)(void)); - -/* Get a pointer to the user data for the current music hook */ -extern DECLSPEC void * SDLCALL Mix_GetMusicHookData(void); - -/* - * Add your own callback when a channel has finished playing. NULL - * to disable callback. The callback may be called from the mixer's audio - * callback or it could be called as a result of Mix_HaltChannel(), etc. - * do not call SDL_LockAudio() from this callback; you will either be - * inside the audio callback, or SDL_mixer will explicitly lock the audio - * before calling your callback. - */ -extern DECLSPEC void SDLCALL Mix_ChannelFinished(void (*channel_finished)(int channel)); - - -/* Special Effects API by ryan c. gordon. (icculus@linuxgames.com) */ - -#define MIX_CHANNEL_POST -2 - -/* This is the format of a special effect callback: - * - * myeffect(int chan, void *stream, int len, void *udata); - * - * (chan) is the channel number that your effect is affecting. (stream) is - * the buffer of data to work upon. (len) is the size of (stream), and - * (udata) is a user-defined bit of data, which you pass as the last arg of - * Mix_RegisterEffect(), and is passed back unmolested to your callback. - * Your effect changes the contents of (stream) based on whatever parameters - * are significant, or just leaves it be, if you prefer. You can do whatever - * you like to the buffer, though, and it will continue in its changed state - * down the mixing pipeline, through any other effect functions, then finally - * to be mixed with the rest of the channels and music for the final output - * stream. - * - * DO NOT EVER call SDL_LockAudio() from your callback function! - */ -typedef void (*Mix_EffectFunc_t)(int chan, void *stream, int len, void *udata); - -/* - * This is a callback that signifies that a channel has finished all its - * loops and has completed playback. This gets called if the buffer - * plays out normally, or if you call Mix_HaltChannel(), implicitly stop - * a channel via Mix_AllocateChannels(), or unregister a callback while - * it's still playing. - * - * DO NOT EVER call SDL_LockAudio() from your callback function! - */ -typedef void (*Mix_EffectDone_t)(int chan, void *udata); - - -/* Register a special effect function. At mixing time, the channel data is - * copied into a buffer and passed through each registered effect function. - * After it passes through all the functions, it is mixed into the final - * output stream. The copy to buffer is performed once, then each effect - * function performs on the output of the previous effect. Understand that - * this extra copy to a buffer is not performed if there are no effects - * registered for a given chunk, which saves CPU cycles, and any given - * effect will be extra cycles, too, so it is crucial that your code run - * fast. Also note that the data that your function is given is in the - * format of the sound device, and not the format you gave to Mix_OpenAudio(), - * although they may in reality be the same. This is an unfortunate but - * necessary speed concern. Use Mix_QuerySpec() to determine if you can - * handle the data before you register your effect, and take appropriate - * actions. - * You may also specify a callback (Mix_EffectDone_t) that is called when - * the channel finishes playing. This gives you a more fine-grained control - * than Mix_ChannelFinished(), in case you need to free effect-specific - * resources, etc. If you don't need this, you can specify NULL. - * You may set the callbacks before or after calling Mix_PlayChannel(). - * Things like Mix_SetPanning() are just internal special effect functions, - * so if you are using that, you've already incurred the overhead of a copy - * to a separate buffer, and that these effects will be in the queue with - * any functions you've registered. The list of registered effects for a - * channel is reset when a chunk finishes playing, so you need to explicitly - * set them with each call to Mix_PlayChannel*(). - * You may also register a special effect function that is to be run after - * final mixing occurs. The rules for these callbacks are identical to those - * in Mix_RegisterEffect, but they are run after all the channels and the - * music have been mixed into a single stream, whereas channel-specific - * effects run on a given channel before any other mixing occurs. These - * global effect callbacks are call "posteffects". Posteffects only have - * their Mix_EffectDone_t function called when they are unregistered (since - * the main output stream is never "done" in the same sense as a channel). - * You must unregister them manually when you've had enough. Your callback - * will be told that the channel being mixed is (MIX_CHANNEL_POST) if the - * processing is considered a posteffect. - * - * After all these effects have finished processing, the callback registered - * through Mix_SetPostMix() runs, and then the stream goes to the audio - * device. - * - * DO NOT EVER call SDL_LockAudio() from your callback function! - * - * returns zero if error (no such channel), nonzero if added. - * Error messages can be retrieved from Mix_GetError(). - */ -extern DECLSPEC int SDLCALL Mix_RegisterEffect(int chan, Mix_EffectFunc_t f, - Mix_EffectDone_t d, void *arg); - - -/* You may not need to call this explicitly, unless you need to stop an - * effect from processing in the middle of a chunk's playback. - * Posteffects are never implicitly unregistered as they are for channels, - * but they may be explicitly unregistered through this function by - * specifying MIX_CHANNEL_POST for a channel. - * returns zero if error (no such channel or effect), nonzero if removed. - * Error messages can be retrieved from Mix_GetError(). - */ -extern DECLSPEC int SDLCALL Mix_UnregisterEffect(int channel, Mix_EffectFunc_t f); - - -/* You may not need to call this explicitly, unless you need to stop all - * effects from processing in the middle of a chunk's playback. Note that - * this will also shut off some internal effect processing, since - * Mix_SetPanning() and others may use this API under the hood. This is - * called internally when a channel completes playback. - * Posteffects are never implicitly unregistered as they are for channels, - * but they may be explicitly unregistered through this function by - * specifying MIX_CHANNEL_POST for a channel. - * returns zero if error (no such channel), nonzero if all effects removed. - * Error messages can be retrieved from Mix_GetError(). - */ -extern DECLSPEC int SDLCALL Mix_UnregisterAllEffects(int channel); - - -#define MIX_EFFECTSMAXSPEED "MIX_EFFECTSMAXSPEED" - -/* - * These are the internally-defined mixing effects. They use the same API that - * effects defined in the application use, but are provided here as a - * convenience. Some effects can reduce their quality or use more memory in - * the name of speed; to enable this, make sure the environment variable - * MIX_EFFECTSMAXSPEED (see above) is defined before you call - * Mix_OpenAudio(). - */ - - -/* Set the panning of a channel. The left and right channels are specified - * as integers between 0 and 255, quietest to loudest, respectively. - * - * Technically, this is just individual volume control for a sample with - * two (stereo) channels, so it can be used for more than just panning. - * If you want real panning, call it like this: - * - * Mix_SetPanning(channel, left, 255 - left); - * - * ...which isn't so hard. - * - * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and - * the panning will be done to the final mixed stream before passing it on - * to the audio device. - * - * This uses the Mix_RegisterEffect() API internally, and returns without - * registering the effect function if the audio device is not configured - * for stereo output. Setting both (left) and (right) to 255 causes this - * effect to be unregistered, since that is the data's normal state. - * - * returns zero if error (no such channel or Mix_RegisterEffect() fails), - * nonzero if panning effect enabled. Note that an audio device in mono - * mode is a no-op, but this call will return successful in that case. - * Error messages can be retrieved from Mix_GetError(). - */ -extern DECLSPEC int SDLCALL Mix_SetPanning(int channel, Uint8 left, Uint8 right); - - -/* Set the position of a channel. (angle) is an integer from 0 to 360, that - * specifies the location of the sound in relation to the listener. (angle) - * will be reduced as neccesary (540 becomes 180 degrees, -100 becomes 260). - * Angle 0 is due north, and rotates clockwise as the value increases. - * For efficiency, the precision of this effect may be limited (angles 1 - * through 7 might all produce the same effect, 8 through 15 are equal, etc). - * (distance) is an integer between 0 and 255 that specifies the space - * between the sound and the listener. The larger the number, the further - * away the sound is. Using 255 does not guarantee that the channel will be - * culled from the mixing process or be completely silent. For efficiency, - * the precision of this effect may be limited (distance 0 through 5 might - * all produce the same effect, 6 through 10 are equal, etc). Setting (angle) - * and (distance) to 0 unregisters this effect, since the data would be - * unchanged. - * - * If you need more precise positional audio, consider using OpenAL for - * spatialized effects instead of SDL_mixer. This is only meant to be a - * basic effect for simple "3D" games. - * - * If the audio device is configured for mono output, then you won't get - * any effectiveness from the angle; however, distance attenuation on the - * channel will still occur. While this effect will function with stereo - * voices, it makes more sense to use voices with only one channel of sound, - * so when they are mixed through this effect, the positioning will sound - * correct. You can convert them to mono through SDL before giving them to - * the mixer in the first place if you like. - * - * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and - * the positioning will be done to the final mixed stream before passing it - * on to the audio device. - * - * This is a convenience wrapper over Mix_SetDistance() and Mix_SetPanning(). - * - * returns zero if error (no such channel or Mix_RegisterEffect() fails), - * nonzero if position effect is enabled. - * Error messages can be retrieved from Mix_GetError(). - */ -extern DECLSPEC int SDLCALL Mix_SetPosition(int channel, Sint16 angle, Uint8 distance); - - -/* Set the "distance" of a channel. (distance) is an integer from 0 to 255 - * that specifies the location of the sound in relation to the listener. - * Distance 0 is overlapping the listener, and 255 is as far away as possible - * A distance of 255 does not guarantee silence; in such a case, you might - * want to try changing the chunk's volume, or just cull the sample from the - * mixing process with Mix_HaltChannel(). - * For efficiency, the precision of this effect may be limited (distances 1 - * through 7 might all produce the same effect, 8 through 15 are equal, etc). - * (distance) is an integer between 0 and 255 that specifies the space - * between the sound and the listener. The larger the number, the further - * away the sound is. - * Setting (distance) to 0 unregisters this effect, since the data would be - * unchanged. - * If you need more precise positional audio, consider using OpenAL for - * spatialized effects instead of SDL_mixer. This is only meant to be a - * basic effect for simple "3D" games. - * - * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and - * the distance attenuation will be done to the final mixed stream before - * passing it on to the audio device. - * - * This uses the Mix_RegisterEffect() API internally. - * - * returns zero if error (no such channel or Mix_RegisterEffect() fails), - * nonzero if position effect is enabled. - * Error messages can be retrieved from Mix_GetError(). - */ -extern DECLSPEC int SDLCALL Mix_SetDistance(int channel, Uint8 distance); - - -/* - * !!! FIXME : Haven't implemented, since the effect goes past the - * end of the sound buffer. Will have to think about this. - * --ryan. - */ -#if 0 -/* Causes an echo effect to be mixed into a sound. (echo) is the amount - * of echo to mix. 0 is no echo, 255 is infinite (and probably not - * what you want). - * - * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and - * the reverbing will be done to the final mixed stream before passing it on - * to the audio device. - * - * This uses the Mix_RegisterEffect() API internally. If you specify an echo - * of zero, the effect is unregistered, as the data is already in that state. - * - * returns zero if error (no such channel or Mix_RegisterEffect() fails), - * nonzero if reversing effect is enabled. - * Error messages can be retrieved from Mix_GetError(). - */ -extern no_parse_DECLSPEC int SDLCALL Mix_SetReverb(int channel, Uint8 echo); -#endif - -/* Causes a channel to reverse its stereo. This is handy if the user has his - * speakers hooked up backwards, or you would like to have a minor bit of - * psychedelia in your sound code. :) Calling this function with (flip) - * set to non-zero reverses the chunks's usual channels. If (flip) is zero, - * the effect is unregistered. - * - * This uses the Mix_RegisterEffect() API internally, and thus is probably - * more CPU intensive than having the user just plug in his speakers - * correctly. Mix_SetReverseStereo() returns without registering the effect - * function if the audio device is not configured for stereo output. - * - * If you specify MIX_CHANNEL_POST for (channel), then this the effect is used - * on the final mixed stream before sending it on to the audio device (a - * posteffect). - * - * returns zero if error (no such channel or Mix_RegisterEffect() fails), - * nonzero if reversing effect is enabled. Note that an audio device in mono - * mode is a no-op, but this call will return successful in that case. - * Error messages can be retrieved from Mix_GetError(). - */ -extern DECLSPEC int SDLCALL Mix_SetReverseStereo(int channel, int flip); - -/* end of effects API. --ryan. */ - - -/* Reserve the first channels (0 -> n-1) for the application, i.e. don't allocate - them dynamically to the next sample if requested with a -1 value below. - Returns the number of reserved channels. - */ -extern DECLSPEC int SDLCALL Mix_ReserveChannels(int num); - -/* Channel grouping functions */ - -/* Attach a tag to a channel. A tag can be assigned to several mixer - channels, to form groups of channels. - If 'tag' is -1, the tag is removed (actually -1 is the tag used to - represent the group of all the channels). - Returns true if everything was OK. - */ -extern DECLSPEC int SDLCALL Mix_GroupChannel(int which, int tag); -/* Assign several consecutive channels to a group */ -extern DECLSPEC int SDLCALL Mix_GroupChannels(int from, int to, int tag); -/* Finds the first available channel in a group of channels, - returning -1 if none are available. - */ -extern DECLSPEC int SDLCALL Mix_GroupAvailable(int tag); -/* Returns the number of channels in a group. This is also a subtle - way to get the total number of channels when 'tag' is -1 - */ -extern DECLSPEC int SDLCALL Mix_GroupCount(int tag); -/* Finds the "oldest" sample playing in a group of channels */ -extern DECLSPEC int SDLCALL Mix_GroupOldest(int tag); -/* Finds the "most recent" (i.e. last) sample playing in a group of channels */ -extern DECLSPEC int SDLCALL Mix_GroupNewer(int tag); - -/* Play an audio chunk on a specific channel. - If the specified channel is -1, play on the first free channel. - If 'loops' is greater than zero, loop the sound that many times. - If 'loops' is -1, loop inifinitely (~65000 times). - Returns which channel was used to play the sound. -*/ -#define Mix_PlayChannel(channel,chunk,loops) Mix_PlayChannelTimed(channel,chunk,loops,-1) -/* The same as above, but the sound is played at most 'ticks' milliseconds */ -extern DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks); -extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops); - -/* Fade in music or a channel over "ms" milliseconds, same semantics as the "Play" functions */ -extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms); -extern DECLSPEC int SDLCALL Mix_FadeInMusicPos(Mix_Music *music, int loops, int ms, double position); -#define Mix_FadeInChannel(channel,chunk,loops,ms) Mix_FadeInChannelTimed(channel,chunk,loops,ms,-1) -extern DECLSPEC int SDLCALL Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks); - -/* Set the volume in the range of 0-128 of a specific channel or chunk. - If the specified channel is -1, set volume for all channels. - Returns the original volume. - If the specified volume is -1, just return the current volume. -*/ -extern DECLSPEC int SDLCALL Mix_Volume(int channel, int volume); -extern DECLSPEC int SDLCALL Mix_VolumeChunk(Mix_Chunk *chunk, int volume); -extern DECLSPEC int SDLCALL Mix_VolumeMusic(int volume); - -/* Halt playing of a particular channel */ -extern DECLSPEC int SDLCALL Mix_HaltChannel(int channel); -extern DECLSPEC int SDLCALL Mix_HaltGroup(int tag); -extern DECLSPEC int SDLCALL Mix_HaltMusic(void); - -/* Change the expiration delay for a particular channel. - The sample will stop playing after the 'ticks' milliseconds have elapsed, - or remove the expiration if 'ticks' is -1 -*/ -extern DECLSPEC int SDLCALL Mix_ExpireChannel(int channel, int ticks); - -/* Halt a channel, fading it out progressively till it's silent - The ms parameter indicates the number of milliseconds the fading - will take. - */ -extern DECLSPEC int SDLCALL Mix_FadeOutChannel(int which, int ms); -extern DECLSPEC int SDLCALL Mix_FadeOutGroup(int tag, int ms); -extern DECLSPEC int SDLCALL Mix_FadeOutMusic(int ms); - -/* Query the fading status of a channel */ -extern DECLSPEC Mix_Fading SDLCALL Mix_FadingMusic(void); -extern DECLSPEC Mix_Fading SDLCALL Mix_FadingChannel(int which); - -/* Pause/Resume a particular channel */ -extern DECLSPEC void SDLCALL Mix_Pause(int channel); -extern DECLSPEC void SDLCALL Mix_Resume(int channel); -extern DECLSPEC int SDLCALL Mix_Paused(int channel); - -/* Pause/Resume the music stream */ -extern DECLSPEC void SDLCALL Mix_PauseMusic(void); -extern DECLSPEC void SDLCALL Mix_ResumeMusic(void); -extern DECLSPEC void SDLCALL Mix_RewindMusic(void); -extern DECLSPEC int SDLCALL Mix_PausedMusic(void); - -/* Set the current position in the music stream. - This returns 0 if successful, or -1 if it failed or isn't implemented. - This function is only implemented for MOD music formats (set pattern - order number) and for OGG music (set position in seconds), at the - moment. -*/ -extern DECLSPEC int SDLCALL Mix_SetMusicPosition(double position); - -/* Check the status of a specific channel. - If the specified channel is -1, check all channels. -*/ -extern DECLSPEC int SDLCALL Mix_Playing(int channel); -extern DECLSPEC int SDLCALL Mix_PlayingMusic(void); - -/* Stop music and set external music playback command */ -extern DECLSPEC int SDLCALL Mix_SetMusicCMD(const char *command); - -/* Synchro value is set by MikMod from modules while playing */ -extern DECLSPEC int SDLCALL Mix_SetSynchroValue(int value); -extern DECLSPEC int SDLCALL Mix_GetSynchroValue(void); - -/* Get the Mix_Chunk currently associated with a mixer channel - Returns NULL if it's an invalid channel, or there's no chunk associated. -*/ -extern DECLSPEC Mix_Chunk * SDLCALL Mix_GetChunk(int channel); - -/* Close the mixer, halting all playing audio */ -extern DECLSPEC void SDLCALL Mix_CloseAudio(void); - -/* We'll use SDL for reporting errors */ -#define Mix_SetError SDL_SetError -#define Mix_GetError SDL_GetError - -/* Ends C function definitions when using C++ */ -#ifdef __cplusplus -} -#endif -#include "close_code.h" - -#endif /* _SDL_MIXER_H */ |