mirror of
https://git.code.sf.net/p/quake/quakeforge
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8acd5c558b
This puts the hierarchy (transform) reference, animation, visibility, renderer, active, and old_origin data in separate components. There are a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately in sw, reasons known, missing brush models in vulkan). While quake doesn't really need an ECS, the direction I want to take QF does, and it does seem to have improved memory bandwidth a little (uncertain). However, there's a lot more work to go (especially fixing the above bugs), but this seems to be a good start.
194 lines
5.1 KiB
C
194 lines
5.1 KiB
C
/*
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sound.h
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Sound headers.
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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// sound.h -- client sound i/o functions
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#ifndef __QF_sound_h
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#define __QF_sound_h
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/** \defgroup sound QuakeForge sound engine
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*/
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#include "QF/mathlib.h"
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#include "QF/simd/types.h"
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struct transform_s;
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/**
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\ingroup sound
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*/
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///@{
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typedef struct sfx_s sfx_t;
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typedef struct channel_s channel_t;
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typedef enum chan_state_e {
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chan_invalid, //!< Channel is in an invalid state and must not be used
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chan_pending, //!< Channel is waiting to be initialized
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chan_done, //!< Channel is done and should be freed
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chan_paused, //!< Channel is paused but can be resumed at any time
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chan_playing, //!< Channel is currently playing
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} chan_state;
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///@}
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/** \defgroup sound_init Initialization functions
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\ingroup sound
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*/
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///@{
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/** Initialize the sound engine.
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\param viewentity pointer to view entity index
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\param host_frametime pointer to host frame time difference
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*/
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void S_Init (int *viewentity, double *host_frametime);
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/** Initialize the Cvars for the sound engine. Call before calling S_Init().
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*/
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void S_Init_Cvars (void);
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/** Shutdown the sound engine. Allows audio output modules to shutdown
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gracefully.
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*/
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void S_Shutdown (void);
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///@}
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/** \defgroup sound_stuff Unclassified
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\ingroup sound
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*/
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///@{
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/** Start a sound playing.
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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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- 1 weapon
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- 2 voice
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- 3 item
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- 4 body
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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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\param attenuation rate of volume dropoff vs distance
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*/
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void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec4f_t origin,
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float vol, float attenuation);
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/** Create a sound generated by the world.
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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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\param attenuation rate of volume dropoff vs distance
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*/
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void S_StaticSound (sfx_t *sfx, vec4f_t origin, float vol, float attenuation);
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/** Stop an entity's sound.
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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 S_StopSound (int entnum, int entchannel);
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/** Stop all sounds from playing.
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*/
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void S_StopAllSounds(void);
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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 ear Transform for the position and orientation of the stereo
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sound pickup.
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\param ambient_sound_level NUM_AMBIENTS bytes indicating current ambient
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sound levels
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*/
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void S_Update (struct transform_s ear, const byte *ambient_sound_level);
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/** Render some more sound without updating the client's position/orientation.
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*/
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void S_ExtraUpdate (void);
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/** Pause the sound output. Nested blocking is supported, so calls to
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S_BlockSound() and S_UnblockSound() must be balanced.
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*/
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void S_BlockSound (void);
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/** Unpause the sound output. Nested blocking is supported, so calls to
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S_BlockSound() and S_UnblockSound() must be balanced.
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*/
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void S_UnblockSound (void);
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/** Pre-load a sound into the cache.
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\param sample name of sound to precache
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*/
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sfx_t *S_PrecacheSound (const char *sample);
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/** Pre-load a sound.
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\param name name of sound to load
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*/
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sfx_t *S_LoadSound (const char *name);
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/** Allocate a sound channel that can be used for playing sounds.
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*/
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channel_t *S_AllocChannel (void);
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/** Stop and safely free a channel.
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\param chan channel to stop
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*/
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void S_ChannelFree (channel_t *chan);
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int S_ChannelSetSfx (channel_t *chan, sfx_t *sfx);
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void S_ChannelSetPaused (channel_t *chan, int paused);
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void S_ChannelSetLooping (channel_t *chan, int looping);
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chan_state S_ChannelGetState (channel_t *chan);
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/** Set a channel's volume.
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\param chan The channel for which the volume will be set.
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\param volume The overall playback volume of the channel: set to 0 for
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silence, 1 for full volume.
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*/
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void S_ChannelSetVolume (channel_t *chan, float volume);
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/** Start a sound local to the client view.
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\param s name of sound to play
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*/
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void S_LocalSound (const char *s);
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/** Disable ambient sounds.
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\todo not used, remove?
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*/
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void S_AmbientOff (void);
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/** Enable ambient sounds.
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\todo not used, remove?
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*/
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void S_AmbientOn (void);
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void S_SetAmbient (int amb_channel, sfx_t *sfx);
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/** Link sound engine builtins into the specified progs vm
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\param pr the vm to link the builtins into.
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*/
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struct progs_s;
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void S_Progs_Init (struct progs_s *pr);
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///@}
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#endif//__QF_sound_h
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