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https://bitbucket.org/CPMADevs/cnq3
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c60d47e93f
tr_gl2.cpp now uses the proper interface for printing errors tr_gl2.cpp now has function names that make sense removed old references to GLimp_* cleaned up prefixes in the Windows platform layer
64 lines
2.4 KiB
C
64 lines
2.4 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena 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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Quake III Arena 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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You should have received a copy of the GNU General Public License
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along with Quake III Arena 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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*/
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void S_Init();
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void S_Shutdown();
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// if origin is NULL, the sound will be dynamically sourced from the entity
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void S_StartSound( const vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx );
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void S_StartLocalSound( sfxHandle_t sfx, int channelNum );
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void S_StartBackgroundTrack( const char* intro, const char* loop );
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void S_StopBackgroundTrack();
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// cinematics and voice-over-network will send raw samples
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// 1.0 volume will be direct output of source samples
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void S_RawSamples( int samples, int rate, int width, int channels, const byte *data, float volume );
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// stop all sounds and the background track
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void S_StopAllSounds();
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// all continuous looping sounds must be added before calling S_Update
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void S_ClearLoopingSounds();
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void S_AddLoopingSound( int entityNum, const vec3_t origin, sfxHandle_t sfx );
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// recompute the volume levels of all active sounds
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// relative to the given entityNum / orientation
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void S_Respatialize( int entityNum, const vec3_t origin, const vec3_t axis[3], int inwater );
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// let the sound system know where an entity currently is
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void S_UpdateEntityPosition( int entityNum, const vec3_t origin );
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void S_Update();
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void S_DisableSounds();
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void S_BeginRegistration();
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// RegisterSound will always return a valid sample, even if it has to create a placeholder
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// this prevents continuous filesystem checks for missing files
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sfxHandle_t S_RegisterSound( const char* sample );
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void S_DisplayFreeMemory();
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void S_ClearSoundBuffer();
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