quakeforge/include/snd_render.h
2003-04-08 22:23:16 +00:00

131 lines
4.2 KiB
C

/*
snd_render.h
Sound renderer plugin stuff
Copyright (C) 2002 Bill Currie
Author: Bill Currie <bill@taniwha.org>
Date: Jan 31 2003
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
$Id$
*/
#ifndef __snd_render_h
#define __snd_render_h
// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct portable_samplepair_s {
int left;
int right;
} portable_samplepair_t;
// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct sfxcache_s {
int length;
int loopstart;
int speed;
int width;
int stereo;
int bytes;
byte data[4]; // variable sized
} sfxcache_t;
// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct channel_s {
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 wavinfo_s {
int rate;
int width;
int channels;
int loopstart;
int samples;
int dataofs; // chunk starts this many bytes from file start
} wavinfo_t;
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, const vec3_t origin, float vol,
float attenuation);
void SND_StartSound (int entnum, int entchannel, sfx_t *sfx,
const 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 (const vec3_t origin, const vec3_t v_forward,
const vec3_t v_right, const 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_ResampleSfx (sfxcache_t *sc, byte * data);
sfxcache_t *SND_GetCache (long samples, int rate, int inwidth, int channels,
sfx_t *sfx, cache_allocator_t allocator);
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);
void SND_CallbackLoad (void *object, cache_allocator_t allocator);
sfxcache_t *SND_LoadOgg (QFile *file, sfx_t *sfx, cache_allocator_t allocator);
wavinfo_t SND_GetWavinfo (const char *name, byte * wav, int wavlength);
void SND_WriteLinearBlastStereo16 (void);
void SND_PaintChannelFrom8 (channel_t *ch, sfxcache_t *sc, int count);
void SND_PaintChannelFrom16 (channel_t *ch, sfxcache_t *sc, int count);
void SND_PaintChannelStereo8 (channel_t *ch, sfxcache_t *sc, int count);
void SND_PaintChannelStereo16 (channel_t *ch, sfxcache_t *sc, int count);
wavinfo_t GetWavinfo (const char *name, byte *wav, int wavlength);
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;
#endif//__snd_render_h