mirror of
https://github.com/UberGames/ioef.git
synced 2025-05-31 09:21:27 +00:00
The Quake III Arena sources as originally released under the GPL license on August 20, 2005.
This commit is contained in:
commit
dbe4ddb103
1409 changed files with 806066 additions and 0 deletions
72
code/client/snd_public.h
Normal file
72
code/client/snd_public.h
Normal file
|
@ -0,0 +1,72 @@
|
|||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 1999-2005 Id Software, Inc.
|
||||
|
||||
This file is part of Quake III Arena source code.
|
||||
|
||||
Quake III Arena source code is free software; you can redistribute it
|
||||
and/or modify it under the terms of the GNU General Public License as
|
||||
published by the Free Software Foundation; either version 2 of the License,
|
||||
or (at your option) any later version.
|
||||
|
||||
Quake III Arena source code 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 Foobar; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
|
||||
void S_Init( void );
|
||||
void S_Shutdown( void );
|
||||
|
||||
// if origin is NULL, the sound will be dynamically sourced from the entity
|
||||
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 );
|
||||
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 *sample, qboolean compressed );
|
||||
|
||||
void S_DisplayFreeMemory(void);
|
||||
|
||||
void S_ClearSoundBuffer( void );
|
||||
|
||||
void SNDDMA_Activate( void );
|
||||
|
||||
void S_UpdateBackgroundTrack( void );
|
Loading…
Add table
Add a link
Reference in a new issue