cnq3/code/client/snd_public.h
2016-12-17 20:43:04 -08:00

67 lines
2.4 KiB
C

/*
===========================================================================
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
===========================================================================
*/
void S_Init();
void S_Shutdown();
// if origin is NULL, the sound will be dynamically sourced from the entity
void S_StartSound( const vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx );
void S_StartLocalSound( sfxHandle_t sfx, int channelNum );
void S_StartBackgroundTrack( const char* intro, const char* loop );
void S_StopBackgroundTrack();
// cinematics and voice-over-network will send raw samples
// 1.0 volume will be direct output of source samples
void S_RawSamples( int samples, int rate, int width, int channels, const byte *data, float volume );
// stop all sounds and the background track
void S_StopAllSounds();
// all continuous looping sounds must be added before calling S_Update
void S_ClearLoopingSounds();
void S_AddLoopingSound( int entityNum, const vec3_t origin, sfxHandle_t sfx );
// recompute the volume levels of all active sounds
// relative to the given entityNum / orientation
void S_Respatialize( int entityNum, const vec3_t origin, const vec3_t axis[3], int inwater );
// let the sound system know where an entity currently is
void S_UpdateEntityPosition( int entityNum, const vec3_t origin );
void S_Update();
void S_DisableSounds();
void S_BeginRegistration();
// RegisterSound will always return a valid sample, even if it has to create a placeholder
// this prevents continuous filesystem checks for missing files
sfxHandle_t S_RegisterSound( const char* sample );
void S_DisplayFreeMemory();
void S_ClearSoundBuffer();
void SNDDMA_Activate();