2013-04-19 02:52:48 +00:00
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#ifndef _SND_PUBLIC_H
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#define _SND_PUBLIC_H
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void S_Init( void );
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void S_Shutdown( void );
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// if origin is NULL, the sound will be dynamically sourced from the entity
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void S_AddAmbientLoopingSound( const vec3_t origin, unsigned char volume, sfxHandle_t sfxHandle );
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void S_StartAmbientSound( const vec3_t origin, int entityNum, unsigned char volume, sfxHandle_t sfxHandle );
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void S_MuteSound(int entityNum, int entchannel);
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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_StartLocalLoopingSound( sfxHandle_t sfx);
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void S_UnCacheDynamicMusic( void );
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void S_RestartMusic( void );
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void S_StartBackgroundTrack( const char *intro, const char *loop, int bCalledByCGameStart );
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void S_StopBackgroundTrack( void );
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float S_GetSampleLengthInMilliSeconds( sfxHandle_t sfxHandle);
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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 s_channels, const byte *data, float volume, int bFirstOrOnlyUpdateThisFrame );
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// stop all sounds
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void S_StopSounds(void); // from snd_dma.cpp
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// stop all sounds and the background track
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void S_StopAllSounds( void );
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// scan all MP3s in the sound dir and add maxvol info if necessary.
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void S_MP3_CalcVols_f( void );
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// all continuous looping sounds must be added before calling S_Update
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void S_ClearLoopingSounds( void );
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void S_StopLoopingSound( int entityNum );
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#ifdef _XBOX
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void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, int chan = 0 );
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#else
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void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
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#endif
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// recompute the reletive volumes for all running sounds
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// relative to the given entityNum / orientation
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void S_Respatialize( int entityNum, const vec3_t head, 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( void );
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void S_DisableSounds( void );
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void S_BeginRegistration( void );
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// RegisterSound will allways return a valid sample, even if it
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// has to create a placeholder. This prevents continuous filesystem
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// checks for missing files
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sfxHandle_t S_RegisterSound( const char *sample );
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extern qboolean s_shutUp;
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void S_FreeAllSFXMem(void);
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#endif
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