mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 08:31:04 +00:00
47 lines
1.8 KiB
C
47 lines
1.8 KiB
C
/*
|
|
===========================================================================
|
|
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);
|