jkxr/Projects/Android/jni/OpenJK/code/client/snd_public.h
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

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