jedioutcast/CODE-mp/client/snd_public.h
2013-04-04 13:01:17 -05:00

51 lines
1.8 KiB
C

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( void );