diff options
Diffstat (limited to 'code/client/snd_public.h')
-rwxr-xr-x | code/client/snd_public.h | 144 |
1 files changed, 72 insertions, 72 deletions
diff --git a/code/client/snd_public.h b/code/client/snd_public.h index 438fc53..659d235 100755 --- a/code/client/snd_public.h +++ b/code/client/snd_public.h @@ -1,72 +1,72 @@ -/*
-===========================================================================
-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 );
+/* +=========================================================================== +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 ); |