/* Emacs style mode select   -*- C++ -*- 
 *-----------------------------------------------------------------------------
 *
 *
 *  PrBoom a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *  
 *  This program is free software; you can redistribute it and/or
 *  modify it 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 received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 
 *  02111-1307, USA.
 *
 * DESCRIPTION:
 *      The not so system specific sound interface.
 *
 *-----------------------------------------------------------------------------*/

#ifndef S_SOUND_H
#define S_SOUND_H

#include "sounds.h"

#ifdef __GNUG__
#pragma interface
#endif

//
// Initializes sound stuff, including volume
// Sets channels, SFX and music volume,
//  allocates channel buffer, sets S_sfx lookup.
//
void S_Init(int sfxVolume, int musicVolume);
void S_InvalidateCache(void);

//
// Per level startup code.
// Kills playing sounds at start of level,
//  determines music if any, changes music.
//
void S_Start(void);

//
// Start sound for thing at <origin>
//  using <sound_id> from sounds.h
//
void S_StartSound(const mobj_t *origin, int sound_id);
void S_StartSoundName(const mobj_t *origin, char *name);
//void S_StartSfxInfo(const mobj_t *origin, sfxinfo_t *sfx);

// Stop sound for thing at <origin>
void S_StopSound(const mobj_t* origin);

// Start music using <music_id> from sounds.h
void S_StartMusic(int music_id);
void S_StartRandomMusic();

// Start music using <music_id> from sounds.h, and set whether looping
void S_ChangeMusicNum(int music_id, int looping);
void S_ChangeMusicName(char *name, int looping);
void S_ChangeMusic(musicinfo_t *music, int looping);

// Stops the music fer sure.
void S_StopMusic(void);
void S_StopSounds(void);

// Stop and resume music, during game PAUSE.
void S_PauseSound(void);
void S_ResumeSound(void);

sfxinfo_t *S_SfxInfoForName(char *name);
void S_UpdateSound(int lumpnum);
void S_Chgun();

musicinfo_t *S_MusicForName(char *name);
void S_UpdateMusic(int lumpnum);

//
// Updates music & sounds
//
void S_UpdateSounds(const mobj_t* listener);
void S_SetMusicVolume(int volume);
void S_SetSfxVolume(int volume);

// machine-independent sound params
extern int default_numChannels;
extern int numChannels;

//jff 3/17/98 holds last IDMUS number, or -1
extern int idmusnum;

#endif // S_SOUNDS_H
