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/programs/develop/libraries/ufmod/Masm32/ufmod.inc
0,0 → 1,241
; uFMOD header file
; Target OS: KolibriOS
; Compiler: MASM32
 
; HANDLE uFMOD_LoadSong(
; void *lpXM,
; void *param,
; int fdwSong
; )
; ---
; Description:
; ---
; Loads the given XM song and starts playing it as soon as you
; call uFMOD_WaveOut for the first time. Playback won't begin
; if XM_SUSPENDED flag is specified. It will stop any currently
; playing song before loading the new one.
; ---
; Parameters:
; ---
; lpXM
; Specifies the song to load. If this parameter is 0, any
; currently playing song is stopped. In such a case, function
; does not return a meaningful value. fdwSong parameter
; determines whether this value is interpreted as a filename
; or as a pointer to an image of the song in memory.
; param
; If XM_MEMORY is specified, this parameter should be the size
; of the image of the song in memory.
; If XM_FILE is specified, this parameter is ignored.
; fdwSong
; Flags for playing the song. The following values are defined:
; XM_FILE lpXM points to filename. param is ignored.
; XM_MEMORY lpXM points to an image of a song in memory.
; param is the image size. Once, uFMOD_LoadSong
; returns, it's safe to free/discard the memory
; buffer.
; XM_NOLOOP An XM track plays repeatedly by default. Specify
; this flag to play it only once.
; XM_SUSPENDED The XM track is loaded in a suspended state,
; and will not play until the uFMOD_Resume function
; is called. This is useful for preloading a song
; or testing an XM track for validity.
; ---
; Return Values:
; ---
; On success, returns the handle of the Infinity Sound driver.
; Returns 0 on failure.
uFMOD_LoadSong PROTO C :DWORD,:DWORD,:DWORD
 
; int uFMOD_WaveOut(void)
; ---
; Description:
; ---
; Updates the internal playback buffer.
; ---
; Remarks:
; ---
; This function should be called from the same thread
; uFMOD_LoadSong was previously called. Playback doesn't actually
; begin when calling uFMOD_LoadSong, but when calling uFMOD_WaveOut
; after a successful uFMOD_LoadSong call. Afterwards, you should
; call uFMOD_WaveOut repeatedly at least once every 250 ms to
; prevent "buffer underruns".
; uFMOD_WaveOut is a non-blocking function. The accuracy of the
; InfoAPI functions (uFMOD_GetStats, uFMOD_GetRowOrder and
; uFMOD_GetTime) depends on the periodicity of this function being
; invoked.
; ---
; Return Values:
; ---
; Returns non zero on error.
uFMOD_WaveOut PROTO C
 
; void uFMOD_StopSong(void)
; ---
; Description:
; ---
; Stops the currently playing song, freeing the associated
; resources.
; ---
; Remarks:
; ---
; Does nothing if no song is playing at the time the call is made.
uFMOD_StopSong PROTO C
 
; void uFMOD_Jump2Pattern(
; unsigned int pat
; )
; ---
; Description:
; ---
; Jumps to the specified pattern index.
; ---
; Parameters:
; ---
; pat
; Next zero based pattern index.
; ---
; Remarks:
; ---
; uFMOD doesn't automatically perform Note Off effects before jumping
; to the target pattern. In other words, the original pattern will
; remain in the mixer until it fades out. You can use this feature to
; your advantage. If you don't like it, just insert leading Note Off
; commands in all patterns intended to be used as uFMOD_Jump2Pattern
; targets.
; if the pattern index lays outside of the bounds of the pattern order
; table, calling this function jumps to pattern 0, effectively
; rewinding playback.
uFMOD_Jump2Pattern PROTO C :DWORD
 
; void uFMOD_Pause(void)
; ---
; Description:
; ---
; Pauses the currently playing song, if any.
; ---
; Remarks:
; ---
; While paused you can still control the volume (uFMOD_SetVolume) and
; the pattern order (uFMOD_Jump2Pattern). The RMS volume coefficients
; (uFMOD_GetStats) will go down to 0 and the progress tracker
; (uFMOD_GetTime) will "freeze" while the song is paused.
; uFMOD_Pause doesn't perform the request immediately. Instead, it
; signals to pause when playback reaches next chunk of data.
; This way, uFMOD_Pause performs asynchronously and returns very fast.
; It is not cumulative. So, calling uFMOD_Pause many times in a row
; has the same effect as calling it once.
; You shouldn't stop calling uFMOD_WaveOut while the song is paused!
uFMOD_Pause PROTO C
 
; void uFMOD_Resume(void)
; ---
; Description:
; ---
; Resumes the currently paused song, if any.
; ---
; Remarks:
; ---
; uFMOD_Resume doesn't perform the request immediately. Instead, it
; signals to resume when uFMOD_WaveOut is called again. uFMOD_Resume
; is not cumulative. So, calling it many times in a row has the same
; effect as calling it once.
uFMOD_Resume PROTO C
 
; unsigned int uFMOD_GetStats(void)
; ---
; Description:
; ---
; Returns the current RMS volume coefficients in (L)eft and (R)ight
; channels.
; low-order word: RMS volume in R channel
; hi-order word: RMS volume in L channel
; Range from 0 (silence) to $7FFF (maximum) on each channel.
; ---
; Remarks:
; ---
; This function is useful for updating a VU meter. It's recommended
; to rescale the output to log10 (decibels or dB for short), because
; human ears track volume changes in a dB scale. You may call
; uFMOD_GetStats() as often as you like, but take in mind that uFMOD
; updates both channel RMS volumes at the same rate uFMOD_WaveOut
; function is called. In other words, you should call uFMOD_WaveOut
; more often to increase the accuracy of uFMOD_GetStats.
uFMOD_GetStats PROTO C
 
; unsigned int uFMOD_GetRowOrder(void)
; ---
; Description:
; ---
; Returns the currently playing row and order.
; low-order word: row
; hi-order word: order
; ---
; Remarks:
; ---
; This function is useful for synchronization. uFMOD updates both
; row and order values at the same rate uFMOD_WaveOut function is
; called. In other words, you should call uFMOD_WaveOut more often
; to increase the accuracy of uFMOD_GetRowOrder.
uFMOD_GetRowOrder PROTO C
 
; unsigned int uFMOD_GetTime(void)
; ---
; Description:
; ---
; Returns the time in milliseconds since the song was started.
; ---
; Remarks:
; ---
; This function is useful for synchronizing purposes. Multimedia
; applications can use uFMOD_GetTime to synchronize GFX to sound,
; for example. An XM player can use this function to update a progress
; meter.
uFMOD_GetTime PROTO C
 
; unsigned char* uFMOD_GetTitle(void)
; ---
; Description:
; ---
; Returns the current song's title.
; ---
; Remarks:
; ---
; Not every song has a title, so be prepared to get an empty string.
uFMOD_GetTitle PROTO C
 
; void uFMOD_SetVolume(
; unsigned int vol
; )
; ---
; Description:
; ---
; Sets the global volume. The volume scale is linear.
; ---
; Parameters:
; ---
; vol
; New volume. Range: from uFMOD_MIN_VOL (muting) to uFMOD_MAX_VOL
; (maximum volume). Any value above uFMOD_MAX_VOL maps to maximum
; volume.
; ---
; Remarks:
; ---
; uFMOD internally converts the given values to a logarithmic scale (dB).
; Maximum volume is set by default. The volume value is preserved across
; uFMOD_LoadSong calls. You can set the desired volume level before
; actually starting to play a song.
; You can use Infinity Sound API to control the L and R channels volumes
; separately. It also has a wider range than uFMOD_SetVolume, sometimes
; allowing to amplify the sound volume as well, as opposed to
; uFMOD_SetVolume only being able to attenuate it.
uFMOD_SetVolume PROTO C :DWORD
 
XM_MEMORY EQU 1
XM_FILE EQU 2
XM_NOLOOP EQU 8
XM_SUSPENDED EQU 16
uFMOD_MIN_VOL EQU 0
uFMOD_MAX_VOL EQU 25
uFMOD_DEFAULT_VOL EQU 25