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authorMikko Tiusanen <ams@daug.net>2014-05-04 01:18:52 +0300
committerMikko Tiusanen <ams@daug.net>2014-05-04 01:18:52 +0300
commit01beb9919b95479d8be040bec74abc5cc67a5e43 (patch)
tree65f0b79e793848491832756a4c3a32b23668fab3 /src/client/snd_public.h
parent191d731da136b7ee959a17e63111c9146219a768 (diff)
Initial import.
Diffstat (limited to 'src/client/snd_public.h')
-rw-r--r--src/client/snd_public.h85
1 files changed, 85 insertions, 0 deletions
diff --git a/src/client/snd_public.h b/src/client/snd_public.h
new file mode 100644
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+++ b/src/client/snd_public.h
@@ -0,0 +1,85 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+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 stream, 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 );
+
+int S_SoundDuration( sfxHandle_t handle );
+
+void S_DisplayFreeMemory(void);
+
+void S_ClearSoundBuffer( void );
+
+void SNDDMA_Activate( void );
+
+void S_UpdateBackgroundTrack( void );
+
+
+#ifdef USE_VOIP
+void S_StartCapture( void );
+int S_AvailableCaptureSamples( void );
+void S_Capture( int samples, byte *data );
+void S_StopCapture( void );
+void S_MasterGain( float gain );
+#endif
+