#ifndef __NETWORK_SOUND_H #define __NETWORK_SOUND_H /* NETWORK_SOUND.H Copyright (C) 1991-2001 and beyond by Bungie Studios, Inc. and the "Aleph One" developers. This program 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 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. This license is contained in the file "COPYING", which is included with this source code; it is available online at http://www.gnu.org/licenses/gpl.html Sunday, August 14, 1994 3:36:17 AM- go nuts Feb 1, 2003 (Woody Zenfell): Merged SDL-style and Mac-style network audio interfaces. Both use this now. This is the main interface for external code wanting to use the network audio support. */ #include "cseries.h" /* ---------- constants */ /* ---------- prototypes: NETWORK_SPEAKER.C */ // Called by main thread to initialize network speaker system OSErr open_network_speaker(); // Called by main thread between game updates void network_speaker_idle_proc(); // Called by main thread to shut down network speaker system void close_network_speaker(); // Called by received_network_audio_proc, but also available to others void queue_network_speaker_data(byte* inData, short inLength); // Called by network routines to store incoming network audio for playback void received_network_audio_proc(void *buffer, short buffer_size, short player_index); void quiet_network_speaker(void); void mute_player_mic(short player_index); void clear_player_mic_mutes(); /* ---------- prototypes: NETWORK_MICROPHONE.C */ // "true" does not guarantee that the user has a microphone, or even that sound capture will work... // but "false" means you have no hope whatsoever. :) bool is_network_microphone_implemented(); // This may answer the question a bit more accurately. bool has_sound_input_capability(void); // Setup - don't call twice without intervening close...() OSErr open_network_microphone(); // Activate/deactivate a network microphone that's been open()ed void set_network_microphone_state(bool inActive); // Call this from time to time to let audio get processed void network_microphone_idle_proc(); // Cleanup - multiple calls should be safe. void close_network_microphone(); #endif