#ifndef _MUSIC_CONTROL_H_ #define _MUSIC_CONTROL_H_ #include "Overhead Types.h" enum MusicList { MARIMBAD2_MUSIC, MENUMIX_MUSIC, NOTHING_A_MUSIC, NOTHING_B_MUSIC, NOTHING_C_MUSIC, NOTHING_D_MUSIC, TENSOR_A_MUSIC, TENSOR_B_MUSIC, TENSOR_C_MUSIC, TRIUMPH_MUSIC, DEATH_MUSIC, BATTLE_A_MUSIC, BATTLE_B_MUSIC, //same as tensor B CREEPY_MUSIC, CREATURE_BATTLE_MUSIC, MUSIC_DIR, NUM_MUSIC }; 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, }; #ifdef NEWMUSIC typedef struct { UINT16 uiIndex; INT32 SoundTacticalVictory[4]; INT32 SoundTacticalBattle[4]; INT32 SoundTacticalNothing[4]; INT32 SoundTacticalTensor[4]; INT32 SoundTacticalDeath[4]; INT32 SoundTacticalBattleCreature[4]; INT32 SoundTacticalBattleCreepy[4]; INT32 SoundTacticalBattleGroup[NUM_CIV_GROUPS]; } MUSIC_SOUND_VALUES; extern MUSIC_SOUND_VALUES MusicSoundValues[256]; extern INT32 GlobalSoundID; #endif //extern UINT32 uiMusicHandle; //extern BOOLEAN fMusicPlaying; //extern UINT8 gubMusicMode; //extern BOOLEAN gfForceMusicToTense; UINT8 GetMusicMode(void); BOOLEAN SetMusicMode(UINT8 ubMusicMode); // only for editor (editscreen.cpp) #ifdef NEWMUSIC BOOLEAN MusicPlay(UINT32 uiNum, UINT32 MusicMode, BOOLEAN NewSound); #else BOOLEAN MusicPlay(UINT32 uiNum); #endif #ifdef NEWMUSIC BOOLEAN SetMusicModeID(UINT8 ubMusicMode, INT32 SoundID); #endif 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