mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 23:41:52 +00:00
63 lines
2.4 KiB
C
63 lines
2.4 KiB
C
#ifndef _SND_PUBLIC_H
|
|
#define _SND_PUBLIC_H
|
|
|
|
void S_Init( void );
|
|
void S_Shutdown( void );
|
|
|
|
// if origin is NULL, the sound will be dynamically sourced from the entity
|
|
void S_AddAmbientLoopingSound( const vec3_t origin, unsigned char volume, sfxHandle_t sfxHandle );
|
|
void S_StartAmbientSound( const vec3_t origin, int entityNum, unsigned char volume, sfxHandle_t sfxHandle );
|
|
void S_MuteSound(int entityNum, int entchannel);
|
|
void S_StartSound( const vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx );
|
|
void S_StartLocalSound( sfxHandle_t sfx, int channelNum );
|
|
void S_StartLocalLoopingSound( sfxHandle_t sfx);
|
|
|
|
void S_UnCacheDynamicMusic( void );
|
|
void S_RestartMusic( void );
|
|
void S_StartBackgroundTrack( const char *intro, const char *loop, int bCalledByCGameStart );
|
|
void S_StopBackgroundTrack( void );
|
|
float S_GetSampleLengthInMilliSeconds( sfxHandle_t sfxHandle);
|
|
|
|
// 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 s_channels, const byte *data, float volume, int bFirstOrOnlyUpdateThisFrame );
|
|
// stop all sounds
|
|
void S_StopSounds(void); // from snd_dma.cpp
|
|
// stop all sounds and the background track
|
|
void S_StopAllSounds( void );
|
|
|
|
// scan all MP3s in the sound dir and add maxvol info if necessary.
|
|
void S_MP3_CalcVols_f( void );
|
|
|
|
// all continuous looping sounds must be added before calling S_Update
|
|
void S_ClearLoopingSounds( void );
|
|
void S_StopLoopingSound( int entityNum );
|
|
#ifdef _XBOX
|
|
void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, int chan = 0 );
|
|
#else
|
|
void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
|
|
#endif
|
|
|
|
// recompute the reletive volumes for all running sounds
|
|
// relative to the given entityNum / orientation
|
|
void S_Respatialize( int entityNum, const vec3_t head, 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 );
|
|
|
|
extern qboolean s_shutUp;
|
|
|
|
void S_FreeAllSFXMem(void);
|
|
|
|
#endif
|