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https://git.code.sf.net/p/quake/quakeforge
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149 lines
3.9 KiB
C
149 lines
3.9 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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$Id$
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*/
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// sound.h -- client sound i/o functions
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#ifndef _SOUND_H
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#define _SOUND_H
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#include "QF/mathlib.h"
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#define AMBIENT_WATER 0
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#define AMBIENT_SKY 1
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#define AMBIENT_SLIME 2
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#define AMBIENT_LAVA 3
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#define NUM_AMBIENTS 4 // automatic ambient sounds
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#define DEFAULT_SOUND_PACKET_VOLUME 255
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#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
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typedef struct sfx_s sfx_t;
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struct sfx_s
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{
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const char *name;
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unsigned int length;
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unsigned int loopstart;
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void *data;
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struct sfxbuffer_s *(*touch) (sfx_t *sfx);
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struct sfxbuffer_s *(*retain) (sfx_t *sfx);
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struct wavinfo_s *(*wavinfo) (sfx_t *sfx);
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sfx_t *(*open) (sfx_t *sfx);
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void (*close) (sfx_t *sfx);
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void (*release) (sfx_t *sfx);
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};
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typedef struct
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{
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qboolean gamealive;
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qboolean soundalive;
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qboolean splitbuffer;
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int channels;
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int samples; // mono samples in buffer
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int submission_chunk; // don't mix less than this #
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int samplepos; // in mono samples
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int samplebits;
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int speed;
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unsigned char *buffer;
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} dma_t;
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struct model_s;
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void S_Init (struct model_s **worldmodel, int *viewentity,
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double *host_frametime);
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void S_Init_Cvars (void);
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void S_Startup (void);
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void S_Shutdown (void);
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void S_StartSound (int entnum, int entchannel, sfx_t *sfx, const vec3_t origin,
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float fvol, float attenuation);
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void S_StaticSound (sfx_t *sfx, const vec3_t origin, float vol,
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float attenuation);
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void S_StopSound (int entnum, int entchannel);
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void S_StopAllSounds(qboolean clear);
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void S_Update (const vec3_t origin, const vec3_t v_forward,
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const vec3_t v_right, const vec3_t v_up);
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void S_ExtraUpdate (void);
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void S_BlockSound (void);
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void S_UnblockSound (void);
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sfx_t *S_PrecacheSound (const char *sample);
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void S_TouchSound (const char *sample);
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void S_ClearPrecache (void);
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void S_BeginPrecaching (void);
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void S_EndPrecaching (void);
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// ====================================================================
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// User-setable variables
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// ====================================================================
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#define MAX_CHANNELS 256
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#define MAX_DYNAMIC_CHANNELS 8
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//
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// Fake dma is a synchronous faking of the DMA progress used for
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// isolating performance in the renderer. The fakedma_updates is
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// number of times S_Update() is called per second.
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//
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extern qboolean fakedma;
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extern int fakedma_updates;
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extern unsigned paintedtime;
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extern unsigned soundtime;
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extern vec3_t listener_origin;
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extern vec3_t listener_forward;
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extern vec3_t listener_right;
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extern vec3_t listener_up;
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extern volatile dma_t *shm;
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extern volatile dma_t sn;
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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;
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extern struct cvar_s *volume;
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extern struct cvar_s *snd_mixahead;
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extern struct cvar_s *snd_device;
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extern struct cvar_s *snd_rate;
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extern struct cvar_s *snd_bits;
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extern struct cvar_s *snd_stereo;
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extern struct cvar_s *snd_interp;
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extern struct cvar_s *snd_stereo_phase_separation;
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extern qboolean snd_initialized;
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extern int snd_blocked;
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void S_LocalSound (const char *s);
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void S_AmbientOff (void);
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void S_AmbientOn (void);
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extern struct model_s **snd_worldmodel;
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#endif // _SOUND_H
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