quakeforge/include/QF/sound.h

231 lines
6.3 KiB
C

/*
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;
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, 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);
extern struct model_s **snd_worldmodel;
#endif // _SOUND_H