ref: bea7b7bf8ccbc2bc41906517079e76fcfb31cb5a
dir: /code/client/snd_public.h/
/* =========================================================================== 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 along with Foobar; if not, write to the Free Software 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 );