#ifndef _MUSIC_CONTROL_H_ #define _MUSIC_CONTROL_H_ #include "Overhead Types.h" enum MusicMode { MUSIC_NONE, MUSIC_RESTORE, MUSIC_MAIN_MENU, MUSIC_TACTICAL_NOTHING, MUSIC_TACTICAL_ENEMYPRESENT, MUSIC_TACTICAL_BATTLE, MUSIC_TACTICAL_VICTORY, MUSIC_TACTICAL_DEATH, MUSIC_LAPTOP, MUSIC_OLD_TYPE, MUSIC_TACTICAL_BATTLE_MUSIC, MUSIC_TACTICAL_CREEPY_MUSIC, OTHER_MUSIC_TACTICAL, MUSIC_TACTICAL_CIV_GROUP_BATTLE, }; enum NewMusicList { MUSICLIST_MAIN_MENU, MUSICLIST_LAPTOP, MUSICLIST_TACTICAL_NOTHING, MUSICLIST_TACTICAL_ENEMYPRESENT, MUSICLIST_TACTICAL_BATTLE, MUSICLIST_TACTICAL_ENEMYPRESENT_NIGHT, MUSICLIST_TACTICAL_BATTLE_NIGHT, MUSICLIST_TACTICAL_VICTORY, MUSICLIST_TACTICAL_DEATH, MUSICLIST_TACTICAL_CREEPY, MUSICLIST_TACTICAL_CREEPY_BATTLE, MAX_MUSIC, }; extern std::vector MusicLists[MAX_MUSIC]; void InitializeMusicLists(); UINT8 GetMusicMode(void); BOOLEAN SetMusicMode(UINT8 ubMusicMode); // Used in lua scripting and editscreen.cpp BOOLEAN MusicPlay(NewMusicList mode, UINT8 songIndex); UINT32 MusicGetVolume(void); BOOLEAN MusicSetVolume(UINT32 uiVolume); BOOLEAN MusicPoll(BOOLEAN fForce); void SetMusicFadeSpeed(INT8 bFadeSpeed); BOOLEAN UsingCreatureMusic(void); void UseCreatureMusic(BOOLEAN fUseCreatureMusic); // only for luaglobal.cpp BOOLEAN IsMusicPlaying(void); UINT32 GetMusicHandle(void); //BOOLEAN MusicStop(void); //BOOLEAN MusicFadeOut(void); //BOOLEAN MusicFadeIn(void); //void FadeMusicForXSeconds( UINT32 uiDelay ); #endif