quakespasm/Quake/sound.h
sezero 1f4fbfe833 bspfile.h, cdaudio.h, client.h, cmd.h, common.h, console.h, crc.h, cvar.h,
d_ifacea.h, draw.h, gl_texmgr.h, glquake.h, image.h, input.h, keys.h, mathlib.h,
menu.h, modelgen.h, net.h, net_dgrm.h, net_loop.h, net_sdlnet.h, net_udp.h,
net_wins.h, platform.h, pr_comp.h, progdefs.h, progs.h, protocol.h, quakedef.h,
render.h, resource.h, sbar.h, screen.h, server.h, sound.h, spritegn.h, sys.h,
vid.h, view.h, wad.h, world.h, zone.h: added include guards to the headers.


git-svn-id: http://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@84 af15c1b1-3010-417e-b628-4374ebc0bcbd
2010-02-21 00:01:08 +00:00

195 lines
5.3 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// sound.h -- client sound i/o functions
#ifndef __QUAKE_SOUND__
#define __QUAKE_SOUND__
#define DEFAULT_SOUND_PACKET_VOLUME 255
#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct
{
int left;
int right;
} portable_samplepair_t;
typedef struct sfx_s
{
char name[MAX_QPATH];
cache_user_t cache;
} sfx_t;
// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct
{
int length;
int loopstart;
int speed;
int width;
int stereo;
byte data[1]; // variable sized
} sfxcache_t;
typedef struct
{
qboolean gamealive;
qboolean soundalive;
qboolean splitbuffer;
int channels;
int samples; // mono samples in buffer
int submission_chunk; // don't mix less than this #
int samplepos; // in mono samples
int samplebits;
int speed;
unsigned char *buffer;
} dma_t;
// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct
{
sfx_t *sfx; // sfx number
int leftvol; // 0-255 volume
int rightvol; // 0-255 volume
int end; // end time in global paintsamples
int pos; // sample position in sfx
int looping; // where to loop, -1 = no looping
int entnum; // to allow overriding a specific sound
int entchannel; //
vec3_t origin; // origin of sound effect
vec_t dist_mult; // distance multiplier (attenuation/clipK)
int master_vol; // 0-255 master volume
} channel_t;
typedef struct
{
int rate;
int width;
int channels;
int loopstart;
int samples;
int dataofs; // chunk starts this many bytes from file start
} wavinfo_t;
void S_Init (void);
void S_Startup (void);
void S_Shutdown (void);
void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation);
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
void S_StopSound (int entnum, int entchannel);
void S_StopAllSounds(qboolean clear);
void S_ClearBuffer (void);
void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
void S_ExtraUpdate (void);
void S_BlockSound (void);
void S_UnblockSound (void);
sfx_t *S_PrecacheSound (char *sample);
void S_TouchSound (char *sample);
void S_ClearPrecache (void);
void S_BeginPrecaching (void);
void S_EndPrecaching (void);
void S_PaintChannels(int endtime);
void S_InitPaintChannels (void);
// picks a channel based on priorities, empty slots, number of channels
channel_t *SND_PickChannel(int entnum, int entchannel);
// spatializes a channel
void SND_Spatialize(channel_t *ch);
// initializes cycling through a DMA buffer and returns information on it
qboolean SNDDMA_Init(void);
// gets the current DMA position
int SNDDMA_GetDMAPos(void);
// shutdown the DMA xfer.
void SNDDMA_Shutdown(void);
/* validates & locks the dma buffer */
void SNDDMA_LockBuffer(void);
/* unlocks the dma buffer / sends sound to the device */
void SNDDMA_Submit(void);
/* blocks sound output upon window focus loss */
void SNDDMA_BlockSound(void);
/* unblocks the output upon window focus gain */
void SNDDMA_UnblockSound(void);
// ====================================================================
// User-setable variables
// ====================================================================
#define MAX_CHANNELS 512 //johnfitz -- was 128
#define MAX_DYNAMIC_CHANNELS 128 //johnfitz -- was 8
extern channel_t channels[MAX_CHANNELS];
// 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
// MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc
// MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds
extern int total_channels;
//
// Fake dma is a synchronous faking of the DMA progress used for
// isolating performance in the renderer. The fakedma_updates is
// number of times S_Update() is called per second.
//
extern qboolean fakedma;
extern int fakedma_updates;
extern int paintedtime;
extern vec3_t listener_origin;
extern vec3_t listener_forward;
extern vec3_t listener_right;
extern vec3_t listener_up;
extern volatile dma_t *shm;
extern volatile dma_t sn;
extern vec_t sound_nominal_clip_dist;
extern cvar_t loadas8bit;
extern cvar_t bgmvolume;
extern cvar_t volume;
extern cvar_t sndspeed;
extern qboolean snd_initialized;
extern int snd_blocked;
void S_LocalSound (char *s);
sfxcache_t *S_LoadSound (sfx_t *s);
wavinfo_t GetWavinfo (char *name, byte *wav, int wavlength);
void SND_InitScaletable (void);
void S_AmbientOff (void);
void S_AmbientOn (void);
#endif /* __QUAKE_SOUND__ */