// sound.h -- client sound i/o functions #ifndef __SOUND__ #define __SOUND__ // !!! if this is changed, it much 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 } 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; void S_Init (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); sfx_t *S_PrecacheSound (char *sample); void S_TouchSound (char *sample); void S_ClearPrecache (void); void S_BeginPrecaching (void); void S_EndPrecaching (void); void S_PaintChannels(int endtime); void S_InitPaintChannels (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 SNDDMA_Init(void); // gets the current DMA position int SNDDMA_GetDMAPos(void); // shutdown the DMA xfer. void SNDDMA_Shutdown(void); // ==================================================================== // User-setable variables // ==================================================================== #define MAX_CHANNELS 128 #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 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 cvar_t loadas8bit; extern cvar_t bgmvolume; extern cvar_t bgmtype; extern cvar_t volume; extern qboolean snd_initialized; extern int snd_blocked; void S_LocalSound (char *s); sfxcache_t *S_LoadSound (sfx_t *s); wavinfo_t GetWavinfo (char *name, byte *wav, int wavlength); void SND_InitScaletable (void); void SNDDMA_Submit(void); void S_AmbientOff (void); void S_AmbientOn (void); #endif