//
// ID Engine
// ID_SD.h - Sound Manager Header
// Version for Wolfenstein
// By Jason Blochowiak
//
#ifndef __ID_al_
#define __ID_al_
void alOut(byte n,byte b);
#ifdef __DEBUG__
#define __DEBUG_SoundMgr__
#endif
#define TickBase 70 // 70Hz per tick - used as a base for timer 0
typedef enum {
sdm_Off,
sdm_PC,sdm_AdLib,
} SDMode;
typedef enum {
smm_Off,smm_AdLib
} SMMode;
typedef enum {
sds_Off,sds_PC,sds_SoundSource,sds_SoundBlaster
} SDSMode;
typedef struct
{
longword length;
word priority;
} SoundCommon;
// PC Sound stuff
#define pcTimer 0x42
#define pcTAccess 0x43
#define pcSpeaker 0x61
#define pcSpkBits 3
typedef struct
{
SoundCommon common;
byte data[1];
} PCSound;
// Registers for the Sound Blaster card - needs to be offset by n0 (0x10,0x20,0x30,0x40,0x50,0x60)
#define sbReset 0x206 // W
#define sbFMStatus 0x208 // R
#define sbFMAddr 0x208 // W
#define sbFMData 0x209 // W
#define sbReadData 0x20a // R
#define sbWriteCmd 0x20c // W
#define sbWriteData 0x20c // W
#define sbWriteStat 0x20c // R
#define sbDataAvail 0x20e // R
// Registers for the Sound Blaster Pro card - needs to be offset by n0 (0x20 or 0x40)
#define sbpLFMStatus 0x200 // R
#define sbpLFMAddr 0x200 // W
#define sbpLFMData 0x201 // W
#define sbpRFMStatus 0x202 // R
#define sbpRFMAddr 0x202 // W
#define sbpRFMData 0x203 // W
#define sbpMixerAddr 0x204 // W
#define sbpMixerData 0x205 // RW
#define sbpCDData 0x210 // R
#define sbpCDCommand 0x210 // W
#define sbpCDStatus 0x211 // R
#define sbpCDReset 0x212 // W
// SBPro Mixer addresses
#define sbpmReset 0x00
#define sbpmVoiceVol 0x04
#define sbpmMicMix 0x0a
#define sbpmFilterADC 0x0c
#define sbpmControl 0x0e
#define sbpmMasterVol 0x22
#define sbpmFMVol 0x26
#define sbpmCDVol 0x28
#define sbpmLineVol 0x2e
typedef struct
{
SoundCommon common;
word hertz;
byte bits,
reference,
data[1];
} SampledSound;
// Registers for the AdLib card
#define alFMStatus 0x388 // R
#define alFMAddr 0x388 // W
#define alFMData 0x389 // W
// Register addresses
// Operator stuff
#define alChar 0x20
#define alScale 0x40
#define alAttack 0x60
#define alSus 0x80
#define alWave 0xe0
// Channel stuff
#define alFreqL 0xa0
#define alFreqH 0xb0
#define alFeedCon 0xc0
// Global stuff
#define alEffects 0xbd
typedef struct
{
byte mChar,cChar,
mScale,cScale,
mAttack,cAttack,
mSus,cSus,
mWave,cWave,
nConn,
// These are only for Muse - these bytes are really unused
voice,
mode,
unused[3];
} Instrument;
typedef struct
{
SoundCommon common;
Instrument inst;
byte block,
data[1];
} AdLibSound;
//
// Sequencing stuff
//
#define sqMaxTracks 10
#define sqMaxMoods 1 // DEBUG
#define sev_Null 0 // Does nothing
#define sev_NoteOff 1 // Turns a note off
#define sev_NoteOn 2 // Turns a note on
#define sev_NotePitch 3 // Sets the pitch of a currently playing note
#define sev_NewInst 4 // Installs a new instrument
#define sev_NewPerc 5 // Installs a new percussive instrument
#define sev_PercOn 6 // Turns a percussive note on
#define sev_PercOff 7 // Turns a percussive note off
#define sev_SeqEnd -1 // Terminates a sequence
// Flags for MusicGroup.flags
#define sf_Melodic 0
#define sf_Percussive 1
#if 1
typedef struct
{
word length,
values[1];
} MusicGroup;
#else
typedef struct
{
word flags,
count,
offsets[1];
} MusicGroup;
#endif
typedef struct
{
/* This part needs to be set up by the user */
word mood,far *moods[sqMaxMoods];
/* The rest is set up by the code */
Instrument inst;
boolean percussive;
word far *seq;
longword nextevent;
} ActiveTrack;
#define sqmode_Normal 0
#define sqmode_FadeIn 1
#define sqmode_FadeOut 2
#define sqMaxFade 64 // DEBUG
// Global variables
extern boolean AdLibPresent,
SoundSourcePresent,
SoundBlasterPresent,
NeedsMusic, // For Caching Mgr
SoundPositioned;
extern SDMode SoundMode;
extern SDSMode DigiMode;
extern SMMode MusicMode;
extern boolean DigiPlaying;
extern int DigiMap[];
extern longword TimeCount; // Global time in ticks
// Function prototypes
extern void alStartup(void),
alShutdown(void),
alDefault(boolean gotit,SDMode sd,SMMode sm),
alPositionSound(int leftvol,int rightvol);
extern boolean alPlaySound(soundnames sound);
extern void alSetPosition(int leftvol,int rightvol),
alStopSound(void),
alWaitSoundDone(void),
alStartMusic(MusicGroup far *music),
alMusicOn(void),
alMusicOff(void),
alFadeOutMusic(void),
alSetUserHook(void (*hook)(void));
extern boolean alMusicPlaying(void),
alSetSoundMode(SDMode mode),
alSetMusicMode(SMMode mode);
extern word alSoundPlaying(void);
extern void alSetDigiDevice(SDSMode),
alPlayDigitized(word which,int leftpos,int rightpos),
alStopDigitized(void),
alPoll(void);
#ifdef _MUSE_ // MUSE Goes directly to the lower level routines
extern void SDL_PCPlaySound(PCSound far *sound),
SDL_PCStopSound(void),
SDL_ALPlaySound(AdLibSound far *sound),
SDL_ALStopSound(void);
#endif
#endif
;
; ID_SD.EQU
; Id Sound Manager assembly equates
;
INCLUDE 'ID_VL.EQU' ; For screen color debugging stuff
; Modes
sdm_Off = 0
sdm_PC = 1
sdm_AdLib = 2
smm_Off = 0
smm_AdLib = 1
sds_Off = 0
sds_SoundSource = 1
sds_SoundBlaster = 2
; Stuff for the PC speaker
pcTimer = 42h
pcTAccess = 43h
pcSpeaker = 61h
pcSpkBits = 3
; Stuff for the AdLib
; Operator registers
alChar = 20h
alScale = 40h
alAttack = 60h
alSus = 80h
alWave = 0e0h
; Channel registers
alFreqL = 0a0h
alFreqH = 0b0h
alFeedCon = 0c0h
; Global registers
alEffects = 0bdh