2019-03-13 19:20:07 +00:00
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/*
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2020-06-04 21:01:28 +00:00
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===========================================================================
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2019-03-13 19:20:07 +00:00
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Copyright (C) 1997-2001 Id Software, Inc.
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2020-06-04 21:01:28 +00:00
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This file is part of Quake 2 source code.
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2019-03-13 19:20:07 +00:00
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2020-06-04 21:01:28 +00:00
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Quake 2 source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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2019-03-13 19:20:07 +00:00
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2020-06-04 21:01:28 +00:00
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Quake 2 source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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2019-03-13 19:20:07 +00:00
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You should have received a copy of the GNU General Public License
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2020-06-04 21:01:28 +00:00
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along with Quake 2 source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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2019-03-13 19:20:07 +00:00
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*/
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struct sfx_s;
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void S_Init (void);
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void S_Shutdown (void);
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// if origin is NULL, the sound will be dynamically sourced from the entity
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void S_StartSound (vec3_t origin, int entnum, int entchannel, struct sfx_s *sfx, float fvol, float attenuation, float timeofs);
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void S_StartLocalSound (char *s);
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void S_RawSamples (int samples, int rate, int width, int channels, byte *data, qboolean music);
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void S_StopAllSounds(void);
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void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
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void S_Activate (qboolean active);
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void S_BeginRegistration (void);
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struct sfx_s *S_RegisterSound (char *sample);
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void S_EndRegistration (void);
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struct sfx_s *S_FindName (char *name, qboolean create);
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// the sound code makes callbacks to the client for entitiy position
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// information, so entities can be dynamically re-spatialized
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void CL_GetEntitySoundOrigin (int ent, vec3_t org);
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