#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