/* 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; 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 dma_s { 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; 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); 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); sfx_t *S_LoadSound (const char *name); struct channel_s *S_AllocChannel (void); // ==================================================================== // 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; 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 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_mixahead; 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); void S_AmbientOff (void); void S_AmbientOn (void); extern struct model_s **snd_worldmodel; #endif // _SOUND_H