/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. This file is part of Quake 2 source code. Quake 2 source code 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. Quake 2 source code 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 Quake 2 source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ struct sfx_s; 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, struct sfx_s *sfx, float fvol, float attenuation, float timeofs); void S_StartLocalSound (char *s); void S_RawSamples (int samples, int rate, int width, int channels, byte *data, qboolean music); void S_StopAllSounds(void); void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up); void S_Activate (qboolean active); void S_BeginRegistration (void); struct sfx_s *S_RegisterSound (char *sample); void S_EndRegistration (void); struct sfx_s *S_FindName (char *name, qboolean create); // the sound code makes callbacks to the client for entitiy position // information, so entities can be dynamically re-spatialized void CL_GetEntitySoundOrigin (int ent, vec3_t org);