2005-08-26 17:39:27 +00:00
|
|
|
/*
|
|
|
|
===========================================================================
|
|
|
|
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
|
2005-10-29 01:53:09 +00:00
|
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
2005-08-26 17:39:27 +00:00
|
|
|
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 );
|