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sound.h reformatiert
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/*
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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This program is free software; you can redistribute it and/or
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* This program is free software; you can redistribute it and/or modify
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modify it under the terms of the GNU General Public License
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* it under the terms of the GNU General Public License as published by
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as published by the Free Software Foundation; either version 2
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* the Free Software Foundation; either version 2 of the License, or (at
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of the License, or (at your option) any later version.
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* your option) any later version.
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*
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This program is distributed in the hope that it will be useful,
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* This program is distributed in the hope that it will be useful, but
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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See the GNU General Public License for more details.
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* See the GNU General Public License for more details.
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*
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You should have received a copy of the GNU General Public License
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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, write to the Free Software
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* along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*/
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*
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* =======================================================================
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*
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* Public header for the sound system. This is included in the
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* main client source and in the low level sound backend.
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*
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* =======================================================================
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*/
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struct sfx_s;
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struct sfx_s;
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void S_Init (void);
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void S_Init (void);
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void S_Shutdown (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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/* 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, struct sfx_s *sfx, float fvol, float attenuation, float timeofs);
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void S_StartSound (vec3_t origin, int entnum, int entchannel, struct sfx_s *sfx, float fvol, float attenuation, float timeofs);
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void S_StartLocalSound (char *s);
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void S_StartLocalSound (char *s);
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void S_RawSamples (int samples, int rate, int width, int channels, byte *data);
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void S_RawSamples (int samples, int rate, int width, int channels, byte *data);
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void S_StopAllSounds(void);
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void S_StopAllSounds(void);
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void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
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void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
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void S_Activate (qboolean active);
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void S_Activate (qboolean active);
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void S_BeginRegistration (void);
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void S_BeginRegistration (void);
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struct sfx_s *S_RegisterSound (char *sample);
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struct sfx_s *S_RegisterSound (char *sample);
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void S_EndRegistration (void);
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void S_EndRegistration (void);
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struct sfx_s *S_FindName (char *name, qboolean create);
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struct sfx_s *S_FindName (char *name, qboolean create);
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// the sound code makes callbacks to the client for entitiy position
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/* the sound code makes callbacks to the client for entitiy position
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// information, so entities can be dynamically re-spatialized
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information, so entities can be dynamically re-spatialized */
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void CL_GetEntitySoundOrigin (int ent, vec3_t org);
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void CL_GetEntitySoundOrigin (int ent, vec3_t org);
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