51 lines
1.9 KiB
C
51 lines
1.9 KiB
C
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void S_Init( void );
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void S_Shutdown( void );
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// if origin is NULL, the sound will be dynamically sourced from the entity
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void S_MuteSound(int entityNum, int entchannel);
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void S_StartSound( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx );
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void S_StartLocalSound( sfxHandle_t sfx, int channelNum );
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void S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bReturnWithoutStarting );
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void S_StopBackgroundTrack( void );
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// cinematics and voice-over-network will send raw samples
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// 1.0 volume will be direct output of source samples
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void S_RawSamples (int samples, int rate, int width, int channels,
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const byte *data, float volume);
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// stop all sounds and the background track
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void S_StopAllSounds( void );
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// all continuous looping sounds must be added before calling S_Update
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void S_ClearLoopingSounds( qboolean killall );
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void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
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void S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
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void S_StopLoopingSound(int entityNum );
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// recompute the reletive volumes for all running sounds
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// reletive to the given entityNum / orientation
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void S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
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// let the sound system know where an entity currently is
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void S_UpdateEntityPosition( int entityNum, const vec3_t origin );
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void S_Update( void );
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void S_DisableSounds( void );
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void S_BeginRegistration( void );
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// RegisterSound will allways return a valid sample, even if it
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// has to create a placeholder. This prevents continuous filesystem
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// checks for missing files
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sfxHandle_t S_RegisterSound( const char *name );
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void S_DisplayFreeMemory(void);
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void S_ClearSoundBuffer( void );
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void SNDDMA_Activate( qboolean bAppActive );
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