quakeforge/include/QF/sound.h

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/*
sound.h
Sound headers.
Copyright (C) 1996-1997 Id Software, Inc.
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
// sound.h -- client sound i/o functions
#ifndef _SOUND_H
#define _SOUND_H
#include "QF/mathlib.h"
#define AMBIENT_WATER 0
#define AMBIENT_SKY 1
#define AMBIENT_SLIME 2
#define AMBIENT_LAVA 3
#define NUM_AMBIENTS 4 // automatic ambient sounds
#define DEFAULT_SOUND_PACKET_VOLUME 255
#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
typedef struct sfx_s sfx_t;
struct sfx_s
{
const char *name;
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unsigned int length;
unsigned int loopstart;
void *data;
struct sfxbuffer_s *(*touch) (sfx_t *sfx);
struct sfxbuffer_s *(*retain) (sfx_t *sfx);
struct wavinfo_s *(*wavinfo) (sfx_t *sfx);
sfx_t *(*open) (sfx_t *sfx);
void (*close) (sfx_t *sfx);
void (*release) (sfx_t *sfx);
};
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;
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struct model_s;
void S_Init (struct model_s **worldmodel, int *viewentity,
double *host_frametime);
void S_Init_Cvars (void);
void S_Startup (void);
void S_Shutdown (void);
void S_StartSound (int entnum, int entchannel, sfx_t *sfx, const vec3_t origin,
float fvol, float attenuation);
void S_StaticSound (sfx_t *sfx, const vec3_t origin, float vol,
float attenuation);
void S_StopSound (int entnum, int entchannel);
void S_StopAllSounds(qboolean clear);
void S_Update (const vec3_t origin, const vec3_t v_forward,
const vec3_t v_right, const vec3_t v_up);
void S_ExtraUpdate (void);
void S_BlockSound (void);
void S_UnblockSound (void);
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sfx_t *S_PrecacheSound (const char *sample);
void S_TouchSound (const char *sample);
void S_ClearPrecache (void);
void S_BeginPrecaching (void);
void S_EndPrecaching (void);
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// ====================================================================
// User-setable variables
// ====================================================================
#define MAX_CHANNELS 256
#define MAX_DYNAMIC_CHANNELS 8
//
// 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;
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extern unsigned paintedtime;
extern unsigned soundtime;
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;
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extern struct cvar_s *snd_loadas8bit;
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extern struct cvar_s *bgmvolume;
extern struct cvar_s *volume;
extern struct cvar_s *snd_mixahead;
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extern struct cvar_s *snd_device;
extern struct cvar_s *snd_rate;
extern struct cvar_s *snd_bits;
extern struct cvar_s *snd_stereo;
extern struct cvar_s *snd_interp;
extern struct cvar_s *snd_stereo_phase_separation;
extern qboolean snd_initialized;
extern int snd_blocked;
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void S_LocalSound (const char *s);
void S_AmbientOff (void);
void S_AmbientOn (void);
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extern struct model_s **snd_worldmodel;
#endif // _SOUND_H