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From /dev/humancontroller.
82 lines
2.9 KiB
C
82 lines
2.9 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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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_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 );
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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 stream, int samples, int rate, int width, int channels,
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const byte *data, float volume, int entityNum);
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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 relative 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], 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 *sample, qboolean compressed );
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void S_DisplayFreeMemory(void);
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void S_ClearSoundBuffer( void );
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void SNDDMA_Activate( void );
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void S_UpdateBackgroundTrack( void );
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#ifdef USE_VOIP
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void S_StartCapture( void );
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int S_AvailableCaptureSamples( void );
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void S_Capture( int samples, byte *data );
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void S_StopCapture( void );
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void S_MasterGain( float gain );
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#endif
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