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.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* 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;
void S_Init (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_StartLocalSound (char *s);
void S_RawSamples (int samples, int rate, int width, int channels, byte *data);
void S_StopAllSounds(void);
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_BeginRegistration (void);
struct sfx_s *S_RegisterSound (char *sample);
void S_EndRegistration (void);
struct sfx_s *S_FindName (char *name, qboolean create);
// the sound code makes callbacks to the client for entitiy position
// information, so entities can be dynamically re-spatialized
/* the sound code makes callbacks to the client for entitiy position
information, so entities can be dynamically re-spatialized */
void CL_GetEntitySoundOrigin (int ent, vec3_t org);