mirror of
https://github.com/DrBeef/JKXR.git
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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
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#ifndef _SND_PUBLIC_H
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#define _SND_PUBLIC_H
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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_AddAmbientLoopingSound( const vec3_t origin, unsigned char volume, sfxHandle_t sfxHandle );
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void S_StartAmbientSound( const vec3_t origin, int entityNum, unsigned char volume, sfxHandle_t sfxHandle );
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void S_StartSound( const vec3_t origin, int entnum, soundChannel_t entchannel, sfxHandle_t sfx );
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void S_StartLocalSound( sfxHandle_t sfx, int channelNum );
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void S_StartLocalLoopingSound( sfxHandle_t sfx);
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void S_UnCacheDynamicMusic( void );
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void S_RestartMusic( void );
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void S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bCalledByCGameStart );
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void S_StopBackgroundTrack( void );
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float S_GetSampleLengthInMilliSeconds( sfxHandle_t sfxHandle);
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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, const byte *data, float volume, qboolean bFirstOrOnlyUpdateThisFrame );
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// stop all sounds
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void S_StopSounds(void); // from snd_dma.cpp
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// stop all sounds and the background track
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void S_StopAllSounds( void );
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// scan all MP3s in the sound dir and add maxvol info if necessary.
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void S_MP3_CalcVols_f( void );
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// all continuous looping sounds must be added before calling S_Update
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void S_ClearLoopingSounds( void );
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void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, soundChannel_t chan = CHAN_AUTO );
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// recompute the reletive volumes for all running sounds
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// relative to the given entityNum / orientation
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void S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], qboolean 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 *sample );
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void S_FreeAllSFXMem(void);
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#endif
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