sound.h reformatiert

This commit is contained in:
Yamagi Burmeister 2010-06-19 18:54:45 +00:00
parent 01e870b794
commit 1c7ef236f9

View file

@ -1,45 +1,48 @@
/* /*
Copyright (C) 1997-2001 Id Software, Inc. * Copyright (C) 1997-2001 Id Software, Inc.
*
This program is free software; you can redistribute it and/or * This program is free software; you can redistribute it and/or modify
modify it under the terms of the GNU General Public License * it under the terms of the GNU General Public License as published by
as published by the Free Software Foundation; either version 2 * the Free Software Foundation; either version 2 of the License, or (at
of the License, or (at your option) any later version. * your option) any later version.
*
This program is distributed in the hope that it will be useful, * This program is distributed in the hope that it will be useful, but
but WITHOUT ANY WARRANTY; without even the implied warranty of * WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
See the GNU General Public License for more details. * See the GNU General Public License for more details.
*
You should have received a copy of the GNU General Public License * You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software * along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/ *
* =======================================================================
*
* Public header for the sound system. This is included in the
* main client source and in the low level sound backend.
*
* =======================================================================
*/
struct sfx_s; struct sfx_s;
void S_Init (void); void S_Init (void);
void S_Shutdown (void); void S_Shutdown (void);
// if origin is NULL, the sound will be dynamically sourced from the entity /* if origin is NULL, the sound will be dynamically sourced from the entity */
void S_StartSound (vec3_t origin, int entnum, int entchannel, struct sfx_s *sfx, float fvol, float attenuation, float timeofs); void S_StartSound (vec3_t origin, int entnum, int entchannel, struct sfx_s *sfx, float fvol, float attenuation, float timeofs);
void S_StartLocalSound (char *s); void S_StartLocalSound (char *s);
void S_RawSamples (int samples, int rate, int width, int channels, byte *data); void S_RawSamples (int samples, int rate, int width, int channels, byte *data);
void S_StopAllSounds(void); void S_StopAllSounds(void);
void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up); void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
void S_Activate (qboolean active); void S_Activate (qboolean active);
void S_BeginRegistration (void); void S_BeginRegistration (void);
struct sfx_s *S_RegisterSound (char *sample); struct sfx_s *S_RegisterSound (char *sample);
void S_EndRegistration (void); void S_EndRegistration (void);
struct sfx_s *S_FindName (char *name, qboolean create); struct sfx_s *S_FindName (char *name, qboolean create);
// the sound code makes callbacks to the client for entitiy position /* the sound code makes callbacks to the client for entitiy position
// information, so entities can be dynamically re-spatialized information, so entities can be dynamically re-spatialized */
void CL_GetEntitySoundOrigin (int ent, vec3_t org); void CL_GetEntitySoundOrigin (int ent, vec3_t org);