/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #ifndef ENGINE_SOUND_H #define ENGINE_SOUND_H #include "kernel.h" class ISound : public IInterface { MACRO_INTERFACE("sound", 0) public: enum { FLAG_LOOP=1, FLAG_POS=2, FLAG_ALL=3 }; virtual bool IsSoundEnabled() = 0; virtual int LoadWV(const char *pFilename) = 0; virtual int LoadWVFromMem(const void *pData, unsigned DataSize) = 0; virtual void UnloadSample(int SampleID) = 0; virtual float GetSampleDuration(int SampleID) = 0; // in s virtual void SetChannel(int ChannelID, float Volume, float Panning) = 0; virtual void SetListenerPos(float x, float y) = 0; virtual int PlayAt(int ChannelID, int SampleID, int Flags, float x, float y) = 0; virtual int Play(int ChannelID, int SampleID, int Flags) = 0; virtual void Stop(int SampleID) = 0; virtual void StopAll() = 0; }; class IEngineSound : public ISound { MACRO_INTERFACE("enginesound", 0) public: virtual int Init() = 0; virtual int Update() = 0; virtual int Shutdown() = 0; }; extern IEngineSound *CreateEngineSound(); #endif