jediacademy/code/client/snd_public.h

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2013-04-04 22:35:38 +00:00
#ifndef _SND_PUBLIC_H
#define _SND_PUBLIC_H
void S_Init( void );
void S_Shutdown( void );
// if origin is NULL, the sound will be dynamically sourced from the entity
void S_AddAmbientLoopingSound( const vec3_t origin, unsigned char volume, sfxHandle_t sfxHandle );
void S_StartAmbientSound( const vec3_t origin, int entityNum, unsigned char volume, sfxHandle_t sfxHandle );
void S_StartSound( const vec3_t origin, int entnum, soundChannel_t entchannel, sfxHandle_t sfx );
void S_StartLocalSound( sfxHandle_t sfx, int channelNum );
void S_StartLocalLoopingSound( sfxHandle_t sfx);
void S_UnCacheDynamicMusic( void );
void S_RestartMusic( void );
void S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bCalledByCGameStart );
void S_StopBackgroundTrack( void );
float S_GetSampleLengthInMilliSeconds( sfxHandle_t sfxHandle);
// cinematics and voice-over-network will send raw samples
// 1.0 volume will be direct output of source samples
void S_RawSamples( int samples, int rate, int width, int s_channels, const byte *data, float volume, qboolean bFirstOrOnlyUpdateThisFrame );
// stop all sounds
void S_StopSounds(void); // from snd_dma.cpp
// stop all sounds and the background track
void S_StopAllSounds( void );
// scan all MP3s in the sound dir and add maxvol info if necessary.
void S_MP3_CalcVols_f( void );
// all continuous looping sounds must be added before calling S_Update
void S_ClearLoopingSounds( void );
void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, soundChannel_t chan = CHAN_AUTO );
// recompute the reletive volumes for all running sounds
// relative to the given entityNum / orientation
void S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], qboolean inwater );
// let the sound system know where an entity currently is
void S_UpdateEntityPosition( int entityNum, const vec3_t origin );
void S_Update( void );
void S_DisableSounds( void );
void S_BeginRegistration( void );
// RegisterSound will allways return a valid sample, even if it
// has to create a placeholder. This prevents continuous filesystem
// checks for missing files
sfxHandle_t S_RegisterSound( const char *sample );
void S_FreeAllSFXMem(void);
#endif