/* 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" #include "QF/zone.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 // !!! if this is changed, it must be changed in asm_i386.h too !!! typedef struct { int left; int right; } portable_samplepair_t; typedef struct sfx_s { char name[MAX_QPATH]; cache_user_t cache; } sfx_t; // !!! if this is changed, it much be changed in asm_i386.h too !!! typedef struct { int length; int loopstart; int speed; int width; int stereo; byte data[1]; // variable sized } sfxcache_t; 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; // !!! if this is changed, it much be changed in asm_i386.h too !!! typedef struct { sfx_t *sfx; // sfx number int leftvol; // 0-255 volume int rightvol; // 0-255 volume int end; // end time in global paintsamples int pos; // sample position in sfx int looping; // where to loop, -1 = no looping int entnum; // to allow overriding a specific sound int entchannel; // vec3_t origin; // origin of sound effect vec_t dist_mult; // distance multiplier (attenuation/clipK) int master_vol; // 0-255 master volume int phase; // phase shift between l-r in samples int oldphase; // phase shift between l-r in samples } channel_t; typedef struct { int rate; int width; int channels; int loopstart; int samples; int dataofs; // chunk starts this many bytes from file start } wavinfo_t; void S_Init (void); void S_Init_Cvars (void); void S_Startup (void); void S_Shutdown (void); void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation); void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation); void S_StopSound (int entnum, int entchannel); void S_StopAllSounds(qboolean clear); void S_ClearBuffer (void); void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up); void S_ExtraUpdate (void); void S_BlockSound (void); void S_UnblockSound (void); 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); void SND_PaintChannels(int endtime); void SND_Init (void); void SND_Shutdown (void); void SND_AmbientOff (void); void SND_AmbientOn (void); void SND_TouchSound (const char *sample); void SND_ClearBuffer (void); void SND_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation); void SND_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation); void SND_StopSound (int entnum, int entchannel); sfx_t *SND_PrecacheSound (const char *sample); void SND_ClearPrecache (void); void SND_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up); void SND_StopAllSounds (qboolean clear); void SND_BeginPrecaching (void); void SND_EndPrecaching (void); void SND_ExtraUpdate (void); void SND_LocalSound (const char *s); void SND_BlockSound (void); void SND_UnblockSound (void); void SND_InitScaletable (void); // picks a channel based on priorities, empty slots, number of channels channel_t *SND_PickChannel(int entnum, int entchannel); // spatializes a channel void SND_Spatialize(channel_t *ch); // initializes cycling through a DMA buffer and returns information on it qboolean S_O_Init(void); // gets the current DMA position int S_O_GetDMAPos(void); // shutdown the DMA xfer. void S_O_Shutdown(void); // ==================================================================== // User-setable variables // ==================================================================== #define MAX_CHANNELS 256 #define MAX_DYNAMIC_CHANNELS 8 extern channel_t channels[MAX_CHANNELS]; // 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds // MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc // MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds extern int total_channels; // // 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; extern int paintedtime; extern int 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; extern struct cvar_s *snd_loadas8bit; extern struct cvar_s *bgmvolume; extern struct cvar_s *volume; 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; void S_LocalSound (const char *s); sfxcache_t *S_LoadSound (sfx_t *s); wavinfo_t GetWavinfo (const char *name, byte *wav, int wavlength); void S_O_Submit(void); void S_O_BlockSound (void); void S_O_UnblockSound (void); void S_AmbientOff (void); void S_AmbientOn (void); #endif // _SOUND_H