ioq3/code/client/snd_public.h
Thilo Schulz 2349148cf1 - Apply parts of Ben Millwood's target bitfield patch (#3787)
- Fix Ryan's FIXME and have voip packet buffer on the server dynamically allocated via Z_Malloc and store pointers in a circular buffer
- Improve voip target parsing on top of Ben Millwood's patch
- Add new "spatial" target where speaker is spatialized in 3d space and can be heard by all clients in hearing range (s_alMaxDistance)
  (#4467)
- Decrease voip sound lengths from 240ms to 80ms per voip packet to mitigate udp packet loss and decrease latency
- Protocol version incremented to 71
2011-07-27 15:47:29 +00:00

82 lines
2.9 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 );
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, sfxHandle_t sfx );
void S_StartLocalSound( sfxHandle_t sfx, int channelNum );
void S_StartBackgroundTrack( const char *intro, const char *loop );
void S_StopBackgroundTrack( void );
// cinematics and voice-over-network will send raw samples
// 1.0 volume will be direct output of source samples
void S_RawSamples(int stream, int samples, int rate, int width, int channels,
const byte *data, float volume, int entityNum);
// stop all sounds and the background track
void S_StopAllSounds( void );
// all continuous looping sounds must be added before calling S_Update
void S_ClearLoopingSounds( qboolean killall );
void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void S_StopLoopingSound(int entityNum );
// recompute the reletive volumes for all running sounds
// reletive to the given entityNum / orientation
void S_Respatialize( int entityNum, const vec3_t origin, 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 );
void S_DisableSounds( void );
void S_BeginRegistration( void );
// RegisterSound will allways 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, qboolean compressed );
void S_DisplayFreeMemory(void);
void S_ClearSoundBuffer( void );
void SNDDMA_Activate( void );
void S_UpdateBackgroundTrack( void );
#ifdef USE_VOIP
void S_StartCapture( void );
int S_AvailableCaptureSamples( void );
void S_Capture( int samples, byte *data );
void S_StopCapture( void );
void S_MasterGain( float gain );
#endif