void S_Init( void ); void S_Shutdown( void ); // if origin is NULL, the sound will be dynamically sourced from the entity void S_MuteSound(int entityNum, int entchannel); void S_StartSound( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx ); void S_StartLocalSound( sfxHandle_t sfx, int channelNum ); void S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bReturnWithoutStarting ); void S_StopBackgroundTrack( void ); // 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 channels, const byte *data, float volume); // stop all sounds and the background track void S_StopAllSounds( void ); // all continuous looping sounds must be added before calling S_Update void S_ClearLoopingSounds( qboolean killall ); void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); void S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); void S_StopLoopingSound(int entityNum ); // recompute the reletive volumes for all running sounds // reletive to the given entityNum / orientation void S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int 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 *name ); void S_DisplayFreeMemory(void); void S_ClearSoundBuffer( void ); void SNDDMA_Activate( qboolean bAppActive );