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https://github.com/GearsProgress/Poke_Transporter_GB.git
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94 lines
2.7 KiB
C
94 lines
2.7 KiB
C
#ifndef _SOUND_H
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#define _SOUND_H
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#include <tonc.h>
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#include "soundbank.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef void* PTGBSFXHandle;
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/**
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* @brief The API's defined here are a thin abstraction layer over the sound engine functions.
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* This allows the underlying sound engine to be swapped out without affecting the rest of the codebase.
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*/
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/**
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* @brief This function initializes the sound engine and sets up a VBLANK handler
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* to process audio every frame. It should be called during the initialization phase of the program.
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*/
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bool sound_init(void);
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/**
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* @brief This function starts playing the song at the given index.
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* If loop is true, the song will loop indefinitely until stopped or another song is played.
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*
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* @param song_index The index of the song to play.
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* @param loop Whether the song should loop indefinitely.
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*/
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void play_song(u32 song_index, bool loop);
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/**
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* @brief This function checks if a song is currently playing.
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*
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* @return true if a song is playing, false otherwise.
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*/
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bool is_song_playing(void);
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/**
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* @brief This function stops the currently playing song.
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*/
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void stop_song(void);
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/**
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* @brief This function plays the sound effect at the given index.
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* Sound effects are typically short audio clips that play in response to specific events in the game,
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* such as button presses or character actions.
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* These are usually raw PCM samples (e.g., WAV files)
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*
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* To play a MOD- S3M- XM- or IT format based sound effect,
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* use the play_jingle function instead.
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*/
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PTGBSFXHandle play_sound_effect(u32 sound_effect_index);
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/**
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* @brief This function stops the given sound effect from playing and invalidates the handle
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*/
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void stop_sound_effect(PTGBSFXHandle handle);
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/**
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* @brief This function stops all currently playing sound effects and resets
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*/
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void stop_all_sound_effects(void);
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/**
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* @brief This function marks the sound effect as unimportant,
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* allowing the sound engine to stop it if it needs to free up channels for new sound effects.
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*
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* It also invalidates the handle, so it should not be used after calling this function.
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*/
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void release_sound_effect(PTGBSFXHandle handle);
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/**
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* @brief This function plays a jingle at the given index.
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* A jingle is a sound effect that is based on a tracker format like MOD, S3M, XM, or IT.
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* They can be played simultaneously with songs.
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* If you want to play PCM-based sound effects (e.g., WAV files), use the play_sound_effect function instead.
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*
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* Note that jingles must be limited to 4 channels only. (https://blocksds.skylyrac.net/maxmod/group__gba__jingle__playback.html)
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*/
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void play_jingle(u32 jingle_index);
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/**
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* @brief Checks if a jingle is actively playing.
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*/
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bool is_jingle_playing(void);
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#ifdef __cplusplus
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}
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#endif
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#endif |