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author | Paweł Redman <pawel.redman@gmail.com> | 2017-03-22 17:56:34 +0100 |
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committer | Paweł Redman <pawel.redman@gmail.com> | 2017-03-22 17:56:34 +0100 |
commit | 6a777afc079c2a8d3af3ecd2145fe8dd50567a39 (patch) | |
tree | 520f4489cebf8564ef6cb27064ceea45cbc005b3 /src/client/snd_public.h |
Diffstat (limited to 'src/client/snd_public.h')
-rw-r--r-- | src/client/snd_public.h | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/src/client/snd_public.h b/src/client/snd_public.h new file mode 100644 index 0000000..c85f414 --- /dev/null +++ b/src/client/snd_public.h @@ -0,0 +1,73 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + + +void S_Init( void ); +void S_Shutdown( void ); + +// if origin is NULL, the sound will be dynamically sourced from the entity +void S_StartSound( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx ); +void S_StartLocalSound( sfxHandle_t sfx, int channelNum ); + +void S_StartBackgroundTrack( const char *intro, const char *loop ); +void S_StopBackgroundTrack( void ); + +// cinematics and voice-over-network will send raw samples +// 1.0 volume will be direct output of source samples +void S_RawSamples (int samples, int rate, int width, int channels, + const byte *data, float volume); + +// stop all sounds and the background track +void S_StopAllSounds( void ); + +// all continuous looping sounds must be added before calling S_Update +void S_ClearLoopingSounds( qboolean killall ); +void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void S_StopLoopingSound(int entityNum ); + +// recompute the reletive volumes for all running sounds +// reletive to the given entityNum / orientation +void S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ); + +// let the sound system know where an entity currently is +void S_UpdateEntityPosition( int entityNum, const vec3_t origin ); + +void S_Update( void ); + +void S_DisableSounds( void ); + +void S_BeginRegistration( void ); + +// RegisterSound will allways return a valid sample, even if it +// has to create a placeholder. This prevents continuous filesystem +// checks for missing files +sfxHandle_t S_RegisterSound( const char *sample, qboolean compressed ); + +void S_DisplayFreeMemory(void); + +void S_ClearSoundBuffer( void ); + +void SNDDMA_Activate( void ); + +void S_UpdateBackgroundTrack( void ); |