mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-23 12:32:26 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
78 lines
3.1 KiB
C
78 lines
3.1 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999 - 2005, Id Software, Inc.
|
|
Copyright (C) 2000 - 2013, Raven Software, Inc.
|
|
Copyright (C) 2001 - 2013, Activision, Inc.
|
|
Copyright (C) 2013 - 2015, OpenJK contributors
|
|
|
|
This file is part of the OpenJK source code.
|
|
|
|
OpenJK is free software; you can redistribute it and/or modify it
|
|
under the terms of the GNU General Public License version 2 as
|
|
published by the Free Software Foundation.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|
===========================================================================
|
|
*/
|
|
|
|
#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 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
|