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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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142 lines
5.8 KiB
C
142 lines
5.8 KiB
C
#pragma once
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// fake mss.h header for use with re3, to make using mss32.dll possible
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// gta3 uses miles 6.1a
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// check https://github.com/withmorten/re3mss for more info
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#include <stdint.h>
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typedef char C8;
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typedef uint8_t U8;
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typedef int8_t S8;
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typedef int16_t S16;
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typedef uint16_t U16;
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typedef int32_t S32;
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typedef uint32_t U32;
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typedef float F32;
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typedef double F64;
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typedef void *HSTREAM;
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typedef U32 HPROVIDER;
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typedef void *H3DPOBJECT;
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typedef H3DPOBJECT H3DSAMPLE;
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typedef void *HSAMPLE;
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typedef void *HDIGDRIVER;
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typedef U32 HPROENUM;
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#define HPROENUM_FIRST 0
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typedef S32 M3DRESULT;
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#define M3D_NOERR 0
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enum { ENVIRONMENT_CAVE = 8 };
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#define AIL_3D_2_SPEAKER 0
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#define AIL_3D_HEADPHONE 1
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#define AIL_3D_4_SPEAKER 3
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#define DIG_MIXER_CHANNELS 1
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#define DIG_F_MONO_16 1
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#define DIG_PCM_SIGN 1
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#define SMP_PLAYING 4
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typedef struct _AILSOUNDINFO
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{
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S32 format;
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void const *data_ptr;
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U32 data_len;
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U32 rate;
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S32 bits;
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S32 channels;
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U32 samples;
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U32 block_size;
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void const *initial_ptr;
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} AILSOUNDINFO;
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typedef U32 (WINAPI *AIL_file_open_callback)(char const * Filename, U32 * FileHandle);
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typedef void (WINAPI *AIL_file_close_callback)(U32 FileHandle);
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#define AIL_FILE_SEEK_BEGIN 0
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#define AIL_FILE_SEEK_CURRENT 1
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#define AIL_FILE_SEEK_END 2
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typedef S32(WINAPI *AIL_file_seek_callback)(U32 FileHandle, S32 Offset, U32 Type);
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typedef U32(WINAPI *AIL_file_read_callback)(U32 FileHandle, void* Buffer, U32 Bytes);
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#ifdef RE3MSS_EXPORTS
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#define RE3MSS_EXPORT __declspec(dllexport)
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#else
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#define RE3MSS_EXPORT __declspec(dllimport)
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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RE3MSS_EXPORT S32 WINAPI AIL_enumerate_3D_providers(HPROENUM *next, HPROVIDER *dest, C8 **name);
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RE3MSS_EXPORT void WINAPI AIL_release_3D_sample_handle(H3DSAMPLE S);
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RE3MSS_EXPORT void WINAPI AIL_close_3D_provider(HPROVIDER lib);
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RE3MSS_EXPORT void WINAPI AIL_set_3D_provider_preference(HPROVIDER lib, C8 const *name, void const *val);
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RE3MSS_EXPORT M3DRESULT WINAPI AIL_open_3D_provider(HPROVIDER lib);
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RE3MSS_EXPORT C8 *WINAPI AIL_last_error(void);
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RE3MSS_EXPORT S32 WINAPI AIL_3D_room_type(HPROVIDER lib);
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RE3MSS_EXPORT void WINAPI AIL_set_3D_room_type(HPROVIDER lib, S32 room_type);
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RE3MSS_EXPORT void WINAPI AIL_3D_provider_attribute(HPROVIDER lib, C8 const *name, void *val);
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RE3MSS_EXPORT H3DSAMPLE WINAPI AIL_allocate_3D_sample_handle(HPROVIDER lib);
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RE3MSS_EXPORT void WINAPI AIL_set_3D_sample_effects_level(H3DSAMPLE S, F32 effects_level);
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RE3MSS_EXPORT void WINAPI AIL_set_3D_speaker_type(HPROVIDER lib, S32 speaker_type);
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RE3MSS_EXPORT HSTREAM WINAPI AIL_open_stream(HDIGDRIVER dig, C8 const *filename, S32 stream_mem);
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RE3MSS_EXPORT void WINAPI AIL_stream_ms_position(HSTREAM S, S32 *total_milliseconds, S32 *current_milliseconds);
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RE3MSS_EXPORT void WINAPI AIL_close_stream(HSTREAM stream);
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RE3MSS_EXPORT S32 WINAPI AIL_digital_handle_release(HDIGDRIVER drvr);
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RE3MSS_EXPORT S32 WINAPI AIL_digital_handle_reacquire(HDIGDRIVER drvr);
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RE3MSS_EXPORT C8 *WINAPI AIL_set_redist_directory(C8 const *dir);
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RE3MSS_EXPORT S32 WINAPI AIL_startup(void);
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RE3MSS_EXPORT S32 WINAPI AIL_set_preference(U32 number, S32 value);
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RE3MSS_EXPORT HDIGDRIVER WINAPI AIL_open_digital_driver(U32 frequency, S32 bits, S32 channel, U32 flags);
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RE3MSS_EXPORT void *WINAPI AIL_mem_alloc_lock(U32 size);
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RE3MSS_EXPORT HSAMPLE WINAPI AIL_allocate_sample_handle(HDIGDRIVER dig);
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RE3MSS_EXPORT void WINAPI AIL_init_sample(HSAMPLE S);
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RE3MSS_EXPORT void WINAPI AIL_set_sample_type(HSAMPLE S, S32 format, U32 flags);
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RE3MSS_EXPORT void WINAPI AIL_pause_stream(HSTREAM stream, S32 onoff);
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RE3MSS_EXPORT void WINAPI AIL_release_sample_handle(HSAMPLE S);
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RE3MSS_EXPORT void WINAPI AIL_mem_free_lock(void *ptr);
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RE3MSS_EXPORT void WINAPI AIL_close_digital_driver(HDIGDRIVER dig);
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RE3MSS_EXPORT void WINAPI AIL_shutdown(void);
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RE3MSS_EXPORT void WINAPI AIL_set_3D_sample_volume(H3DSAMPLE S, S32 volume);
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RE3MSS_EXPORT void WINAPI AIL_set_sample_volume(HSAMPLE S, S32 volume);
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RE3MSS_EXPORT void WINAPI AIL_set_sample_address(HSAMPLE S, void const *start, U32 len);
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RE3MSS_EXPORT S32 WINAPI AIL_set_3D_sample_info(H3DSAMPLE S, AILSOUNDINFO const *info);
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RE3MSS_EXPORT void WINAPI AIL_set_3D_position(H3DPOBJECT obj, F32 X, F32 Y, F32 Z);
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RE3MSS_EXPORT void WINAPI AIL_set_3D_sample_distances(H3DSAMPLE S, F32 max_dist, F32 min_dist);
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RE3MSS_EXPORT void WINAPI AIL_set_sample_pan(HSAMPLE S, S32 pan);
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RE3MSS_EXPORT void WINAPI AIL_set_sample_playback_rate(HSAMPLE S, S32 playback_rate);
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RE3MSS_EXPORT void WINAPI AIL_set_3D_sample_playback_rate(H3DSAMPLE S, S32 playback_rate);
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RE3MSS_EXPORT void WINAPI AIL_set_sample_loop_block(HSAMPLE S, S32 loop_start_offset, S32 loop_end_offset);
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RE3MSS_EXPORT void WINAPI AIL_set_3D_sample_loop_block(H3DSAMPLE S, S32 loop_start_offset, S32 loop_end_offset);
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RE3MSS_EXPORT void WINAPI AIL_set_sample_loop_count(HSAMPLE S, S32 loop_count);
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RE3MSS_EXPORT void WINAPI AIL_set_3D_sample_loop_count(H3DSAMPLE S, S32 loops);
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RE3MSS_EXPORT U32 WINAPI AIL_sample_status(HSAMPLE S);
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RE3MSS_EXPORT U32 WINAPI AIL_3D_sample_status(H3DSAMPLE S);
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RE3MSS_EXPORT void WINAPI AIL_start_sample(HSAMPLE S);
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RE3MSS_EXPORT void WINAPI AIL_start_3D_sample(H3DSAMPLE S);
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RE3MSS_EXPORT void WINAPI AIL_end_sample(HSAMPLE S);
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RE3MSS_EXPORT void WINAPI AIL_end_3D_sample(H3DSAMPLE S);
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RE3MSS_EXPORT void WINAPI AIL_set_stream_loop_count(HSTREAM stream, S32 count);
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RE3MSS_EXPORT S32 WINAPI AIL_service_stream(HSTREAM stream, S32 fillup);
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RE3MSS_EXPORT void WINAPI AIL_start_stream(HSTREAM stream);
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RE3MSS_EXPORT void WINAPI AIL_set_stream_ms_position(HSTREAM S, S32 milliseconds);
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RE3MSS_EXPORT void WINAPI AIL_set_stream_volume(HSTREAM stream, S32 volume);
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RE3MSS_EXPORT void WINAPI AIL_set_stream_pan(HSTREAM stream, S32 pan);
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RE3MSS_EXPORT S32 WINAPI AIL_stream_status(HSTREAM stream);
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RE3MSS_EXPORT void WINAPI AIL_set_file_callbacks(AIL_file_open_callback opencb, AIL_file_close_callback closecb, AIL_file_seek_callback seekcb, AIL_file_read_callback readcb);
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#ifdef __cplusplus
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}
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#endif
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