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https://git.code.sf.net/p/quake/quakeforge
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Fix some doxygen warnings
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parent
79b760b1d0
commit
c87be87741
3 changed files with 20 additions and 3 deletions
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@ -92,7 +92,7 @@ void IMT_SetContextCbuf (int ctx, struct cbuf_s *cbuf);
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Searches through all contexts for the named imt. The search is case
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insensitive.
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\param imt_name The name of the imt to find. Case insensitive.
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\param name The name of the imt to find. Case insensitive.
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\return The named imt, or null if not found.
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*/
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imt_t *IMT_FindIMT (const char *name) __attribute__ ((pure));
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@ -1637,7 +1637,7 @@ void *PR_Resources_Find (progs_t *pr, const char *name);
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/** Retrieve a resource from the resource map using a handle.
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\param map The resource map.
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\param col The handle.
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\param ind The handle.
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\return A pointer to the resource, or NULL if the handle is
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invalid.
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*/
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@ -68,7 +68,7 @@ struct portable_samplepair_s {
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float right; //!< right sample
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};
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/** communication structure between output drivers and renderer
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/** Sound system state
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*/
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struct snd_s {
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int speed; //!< sample rate
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@ -280,16 +280,19 @@ sfx_t *SND_SFX_StreamOpen (sfx_t *sfx, void *file,
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void SND_SFX_StreamClose (sfx_t *sfx);
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/** Pre-load a sound into the cache.
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\param snd sound system state
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\param sample name of sound to precache
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*/
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sfx_t *SND_PrecacheSound (snd_t *snd, const char *sample);
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/** Pre-load a sound.
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\param snd sound system state
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\param name name of sound to load
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*/
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sfx_t *SND_LoadSound (snd_t *snd, const char *name);
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/** Initialize the sfx sub-subsystem
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\param snd sound system state
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*/
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void SND_SFX_Init (snd_t *snd);
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@ -314,10 +317,12 @@ extern channel_t snd_channels[MAX_CHANNELS]; //!< pool of available channels
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extern int snd_total_channels; //!< number of active channels
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/** Allocate a sound channel that can be used for playing sounds.
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\param snd sound system state
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*/
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struct channel_s *SND_AllocChannel (snd_t *snd);
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/** Stop a channel from playing.
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\param snd sound system state
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\param chan the channel to stop
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*/
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void SND_ChannelStop (snd_t *snd, channel_t *chan);
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@ -329,6 +334,7 @@ void SND_ChannelStop (snd_t *snd, channel_t *chan);
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void SND_FinishChannels (void);
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/** Scan channels looking for stopped channels.
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\param snd sound system state
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\param wait if true, wait for the channels to be done. if false, force the
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channels to be done. true is for threaded, false for
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non-threaded.
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@ -336,17 +342,20 @@ void SND_FinishChannels (void);
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void SND_ScanChannels (snd_t *snd, int wait);
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/** Disable ambient sounds.
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\param snd sound system state
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\todo not used, remove?
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*/
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void SND_AmbientOff (snd_t *snd);
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/** Enable ambient sounds.
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\param snd sound system state
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\todo not used, remove?
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*/
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void SND_AmbientOn (snd_t *snd);
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/** Update the sound engine with the client's position and orientation and
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render some sound.
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\param snd sound system state
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\param origin 3d coords of the client
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\param v_forward 3d vector of the client's facing direction
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\param v_right 3d vector of the client's rightward direction
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@ -359,14 +368,17 @@ void SND_SetListener (snd_t *snd, const vec3_t origin, const vec3_t v_forward,
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const byte *ambient_sound_level);
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/** Stop all sounds from playing.
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\param snd sound system state
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*/
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void SND_StopAllSounds (snd_t *snd);
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/** Initialize the channels sub-subsystem
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\param snd sound system state
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*/
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void SND_Channels_Init (snd_t *snd);
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/** Start a sound playing.
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\param snd sound system state
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\param entnum index of entity the sound is associated with.
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\param entchannel 0-7
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- 0 auto (never willingly overrides)
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@ -383,6 +395,7 @@ void SND_StartSound (snd_t *snd, int entnum, int entchannel, sfx_t *sfx,
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const vec3_t origin, float fvol, float attenuation);
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/** Create a sound generated by the world.
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\param snd sound system state
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\param sfx sound to play
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\param origin 3d coords of where the sound originates
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\param vol absolute volume of the sound
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@ -391,12 +404,14 @@ void SND_StartSound (snd_t *snd, int entnum, int entchannel, sfx_t *sfx,
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void SND_StaticSound (snd_t *snd, sfx_t *sfx, const vec3_t origin, float vol,
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float attenuation);
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/** Stop an entity's sound.
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\param snd sound system state
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\param entnum index of entity the sound is associated with.
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\param entchannel channel to silence
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*/
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void SND_StopSound (snd_t *snd, int entnum, int entchannel);
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/** Start a sound local to the client view.
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\param snd sound system state
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\param s name of sound to play
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*/
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void SND_LocalSound (snd_t *snd, const char *s);
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@ -409,11 +424,13 @@ void SND_LocalSound (snd_t *snd, const char *s);
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///@{
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/** Mix all active channels into the output buffer.
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\param snd sound system state
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\param endtime sample time until when to mix
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*/
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void SND_PaintChannels(snd_t *snd, unsigned int endtime);
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/** Initialize the scale table for painting of 8 bit samples.
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\param snd sound system state
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*/
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void SND_InitScaletable (snd_t *snd);
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