cnq3/code/client/snd_local.h

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2016-12-18 04:43:04 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 III Arena 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 III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// snd_local.h -- private sound definations
#include "../qcommon/q_shared.h"
#include "../qcommon/qcommon.h"
#include "snd_public.h"
#define PAINTBUFFER_SIZE 4096 // this is in samples
#define SND_CHUNK_SIZE 1024 // samples
typedef struct {
int left; // the final values will be clamped to +/- 0x00ffff00 and shifted down
int right;
} portable_samplepair_t;
typedef struct sndBuffer_s {
short sndChunk[SND_CHUNK_SIZE];
struct sndBuffer_s *next;
int size;
} sndBuffer;
typedef struct sfx_s {
sndBuffer *soundData;
qbool defaultSound; // couldn't be loaded, so use buzz
qbool inMemory;
int soundLength;
char soundName[MAX_QPATH];
int lastTimeUsed;
struct sfx_s *next;
} sfx_t;
typedef struct {
int channels;
int samples; // mono samples in buffer
int submission_chunk; // don't mix less than this #
int samplebits;
int speed;
byte *buffer;
} dma_t;
#define START_SAMPLE_IMMEDIATE 0x7fffffff
typedef struct {
vec3_t origin;
sfx_t *sfx;
int mergeFrame;
qbool active;
} loopSound_t;
typedef struct
{
int allocTime;
int startSample; // START_SAMPLE_IMMEDIATE = set immediately on next mix
int entnum; // to allow overriding a specific sound
int entchannel; // to allow overriding a specific sound
int leftvol; // 0-255 volume after spatialization
int rightvol; // 0-255 volume after spatialization
int master_vol; // 0-255 volume before spatialization
vec3_t origin; // only use if fixed_origin is set
qbool fixed_origin; // use origin instead of fetching entnum's origin
const sfx_t* thesfx; // sfx structure
} channel_t;
#define WAV_FORMAT_PCM 1
// Interface between Q3 sound "api" and the sound backend
typedef struct
{
void (*Shutdown)();
void (*StartSound)( const vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx );
void (*StartLocalSound)( sfxHandle_t sfx, int channelNum );
void (*StartBackgroundTrack)( const char *intro, const char *loop );
void (*StopBackgroundTrack)();
void (*RawSamples)( int samples, int rate, int width, int channels, const byte *data, float volume );
void (*StopAllSounds)();
void (*ClearLoopingSounds)();
void (*AddLoopingSound)( int entityNum, const vec3_t origin, sfxHandle_t sfx );
void (*Respatialize)( int entityNum, const vec3_t origin, const vec3_t axis[3], int inwater );
void (*UpdateEntityPosition)( int entityNum, const vec3_t origin );
void (*Update)();
void (*DisableSounds)();
void (*BeginRegistration)();
sfxHandle_t (*RegisterSound)( const char* sample );
void (*ClearSoundBuffer)();
void (*SoundInfo)();
void (*SoundList)();
} soundInterface_t;
/*
====================================================================
SYSTEM SPECIFIC FUNCTIONS
====================================================================
*/
qbool SNDDMA_Init();
int SNDDMA_GetDMAPos();
void SNDDMA_Shutdown();
void SNDDMA_BeginPainting();
void SNDDMA_Submit();
#define MAX_CHANNELS 96
extern channel_t s_channels[MAX_CHANNELS];
extern channel_t loop_channels[MAX_CHANNELS];
extern int numLoopChannels;
extern int s_paintedtime;
extern int s_rawend;
extern dma_t dma;
#define MAX_RAW_SAMPLES 16384
extern portable_samplepair_t s_rawsamples[MAX_RAW_SAMPLES];
extern cvar_t *s_volume;
extern cvar_t *s_musicVolume;
extern cvar_t *s_testsound;
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qbool S_LoadSound( sfx_t* sfx );
void SND_free(sndBuffer *v);
sndBuffer* SND_malloc();
void SND_setup();
void S_PaintChannels(int endtime);
void S_FreeOldestSound();
qbool S_Base_Init( soundInterface_t *si );