2016-03-27 11:49:47 +02:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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2023-05-07 21:32:30 +02:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2016-03-27 11:49:47 +02:00
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void S_Init( 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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void S_StartSound(const vec3_t origin, int entNum, int entChannel, sfxHandle_t sfxHandle, float volume, float minDist, float pitch, float maxDist, int streamed);
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void S_StopSound(int entnum, int channel);
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void S_StartLocalSound(sfxHandle_t sfx, int channelNum);
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void S_StartLocalSoundByName(const char* sound_name, qboolean force_load);
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void S_StartBackgroundTrack( const char *intro, const char *loop );
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void S_StopBackgroundTrack( void );
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// cinematics and voice-over-network will send raw samples
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// 1.0 volume will be direct output of source samples
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void S_RawSamples (int samples, int rate, int width, int channels,
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const byte *data, float volume);
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// stop all sounds and the background track
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void S_StopAllSounds(qboolean stop_music);
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// all continuous looping sounds must be added before calling S_Update
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void S_ClearLoopingSoundsNoParam(void);
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void S_ClearLoopingSounds( qboolean killall );
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void S_AddLoopingSound(const vec3_t origin, const vec3_t velocity, sfxHandle_t sfxHandle, float volume, float minDist, float maxDist, float pitch, int flags);
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void S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
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void S_StopLoopingSound(int entityNum );
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// recompute the reletive volumes for all running sounds
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// reletive to the given entityNum / orientation
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void S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
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// let the sound system know where an entity currently is
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void S_UpdateEntityPosition( int entityNum, const vec3_t origin );
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void S_Update( void );
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void S_DisableSounds( void );
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void S_BeginRegistration( void );
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void S_EndRegistration(void);
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qboolean S_IsSoundRegistered(const char* name);
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// RegisterSound will allways return a valid sample, even if it
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// has to create a placeholder. This prevents continuous filesystem
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// checks for missing files
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sfxHandle_t S_RegisterSound(const char *sample, qboolean compressed, qboolean streamed);
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void S_DisplayFreeMemory(void);
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void S_ClearSoundBuffer( void );
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void SNDDMA_Activate( void );
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void S_UpdateBackgroundTrack( void );
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// Music soundtrack
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void MUSIC_Pause();
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void MUSIC_Unpause();
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qboolean MUSIC_LoadSoundtrackFile(const char* filename);
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qboolean MUSIC_SongValid(const char* mood);
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qboolean MUSIC_Loaded(void);
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void Music_Update(void);
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void MUSIC_SongEnded(void);
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void MUSIC_NewSoundtrack(const char* name);
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void MUSIC_UpdateMood(int current, int fallback);
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void MUSIC_UpdateVolume(float volume, float fade_time);
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void MUSIC_StopAllSongs(void);
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void MUSIC_FreeAllSongs(void);
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qboolean MUSIC_Playing(void);
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int MUSIC_FindSong(const char* name);
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int MUSIC_CurrentSongChannel(void);
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void MUSIC_StopChannel(int channel_number);
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qboolean MUSIC_PlaySong(const char* alias);
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void MUSIC_UpdateMusicVolumes(void);
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void MUSIC_CheckForStoppedSongs(void);
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float S_GetSoundTime(sfxHandle_t handle);
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void S_SetGlobalAmbientVolumeLevel(float volume);
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void S_SetReverb(int reverb_type, float reverb_level);
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int S_IsSoundPlaying(int channelNumber, const char* name);
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void S_RespatializeOld(int entityNum, const vec3_t origin, vec3_t axis[3]);
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void S_UpdateEntity(int entityNum, const vec3_t origin, const vec3_t velocity, qboolean use_listener);
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void S_FadeSound(float fTime);
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2023-05-07 21:32:30 +02:00
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#ifdef __cplusplus
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}
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#endif
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