IFND GMS_SOUND_I GMS_SOUND_I SET 1 ** ** $VER: sound.i V0.7B ** ** games library sound structures ** ** (C) Copyright 1996-1997 DreamWorld Productions. ** All Rights Reserved ** ***************************************************************************** * Sound stuff SNDVERSION = 1 STRUCTURE SND,0 WORD SND_ID ;ID_SOUND WORD SND_Version ;Version. LONG SND_Stats ;Reserved, do not touch. WORD SND_Channel ;Channel. WORD SND_Priority ;Priority. APTR SND_Header ;Sample info header, if any. APTR SND_Data ;Address of sample data. LONG SND_Length ;Length of sample data in bytes. WORD SND_Octave ;Octave/Note setting. WORD SND_Volume ;Volume of sample (1 - 100). LONG SND_Attrib ;Sound attributes. APTR SND_File ;Where the sound comes from. LONG SND_Frequency ;Frequency of sampled sound. LABEL SNDV1_SIZEOF ;Private. SA_Channel = SND_Channel|TWORD SA_Priority = SND_Priority|TWORD SA_Header = SND_Header|TLONG SA_Data = SND_Data|TLONG SA_Length = SND_Length|TLONG SA_Octave = SND_Octave|TWORD SA_Volume = SND_Volume|TWORD SA_Attrib = SND_Attrib|TLONG SA_File = SND_File|TLONG SA_Frequency = SND_Frequency|TLONG CHAN_FREE = 0 ;For CheckChannel() *** Flags for SND_Channel. ALLCHANNELS = -1 ;Search for first available channel. CHANNEL1 = 0 ;Channel 1 (left speaker) CHANNEL2 = 1 ;Channel 2 (right speaker) CHANNEL3 = 2 ;Channel 3 (right speaker) CHANNEL4 = 3 ;Channel 4 (left speaker) *** Flags for SND_Attrib. B_SBIT16 = 0 B_SMODVOL = 1 B_SMODPER = 2 B_SREPEAT = 3 B_SEMPTY = 4 B_SLEFT = 5 B_SRIGHT = 6 B_SFORCE = 7 SBIT8 = 0 ;Sound data is 8 bit. SBIT16 = 1<