CnC_Remastered_Collection/REDALERT/WIN32LIB/FUNCTION.H
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

44 lines
2.3 KiB
C

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/*=========================================================================*/
/* The following prototypes are for the file: SOUNDIO.CPP */
/*=========================================================================*/
short Decompress_Frame(void * source, void * dest, short size);
int __cdecl Stream_Sample_Vol(void *buffer, long size, BOOL (*callback);
int __cdecl Stream_Sample(void *buffer, long size, BOOL (*callback);
int __cdecl File_Stream_Sample(char const *filename);
int __cdecl File_Stream_Sample_Vol(char const *filename, int volume);
void __cdecl _saveregs _loadds Sound_Callback(void);
void __cdecl far _saveregs _loadds maintenance_callback(void);
void __cdecl Load_Sample(char const *filename);
long __cdecl Load_Sample_Into_Buffer(char const *filename, void *buffer, long size);
long __cdecl Sample_Read(int fh, void *buffer, long size);
void __cdecl Free_Sample(void const *sample);
BOOL __cdecl Sound_Init(int sfx, int score, int sample);
void far VQA_TimerCallback(void);
BOOL Audio_Init(int sample, int address, int inter, int dma);
void __cdecl Sound_End(void);
void __cdecl Stop_Sample(int handle);
BOOL __cdecl Sample_Status(int handle);
BOOL __cdecl Is_Sample_Playing(void const * sample);
void __cdecl Stop_Sample_Playing(void const * sample);
int __cdecl Play_Sample(void const *sample);
int __cdecl Play_Sample_Vol(void const *sample, int priority, int volume);
int __cdecl Set_Sound_Vol(int volume);
int __cdecl Set_Score_Vol(int volume);
void __cdecl Fade_Sample(int handle, int ticks);