openmohaa/code/client/snd_public.h

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/*
===========================================================================
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 Quake III Arena source code; 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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#ifdef __cplusplus
extern "C" {
#endif
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void S_Init( void );
void S_Shutdown( void );
// if origin is NULL, the sound will be dynamically sourced from the entity
void S_StartSound(const vec3_t origin, int entNum, int entChannel, sfxHandle_t sfxHandle, float volume, float minDist, float pitch, float maxDist, int streamed);
void S_StopSound(int entnum, int channel);
void S_StartLocalSound(sfxHandle_t sfx, int channelNum);
void S_StartLocalSoundByName(const char* sound_name, qboolean force_load);
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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 stream, int samples, int rate, int width, int channels,
const byte *data, float volume, int entityNum);
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// stop all sounds and the background track
void S_StopAllSounds(qboolean stop_music);
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// all continuous looping sounds must be added before calling S_Update
void S_ClearLoopingSoundsNoParam(void);
void S_ClearLoopingSounds( qboolean killall );
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 );
void S_StopLoopingSound(int entityNum );
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// recompute the relative volumes for all running sounds
// relative to the given entityNum / orientation
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
void S_UpdateEntityPosition(int entityNum, const vec3_t origin);
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void S_Update( void );
void S_DisableSounds( void );
void S_BeginRegistration(void);
void S_EndRegistration(void);
qboolean S_IsSoundRegistered(const char* name);
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// 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, qboolean streamed);
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void S_DisplayFreeMemory(void);
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void S_ClearSoundBuffer( void );
void SNDDMA_Activate( void );
void S_UpdateBackgroundTrack( void );
// Music soundtrack
void MUSIC_Pause();
void MUSIC_Unpause();
qboolean MUSIC_LoadSoundtrackFile(const char* filename);
qboolean MUSIC_SongValid(const char* mood);
qboolean MUSIC_Loaded(void);
void Music_Update(void);
void MUSIC_SongEnded(void);
void MUSIC_NewSoundtrack(const char* name);
void MUSIC_UpdateMood(int current, int fallback);
void MUSIC_UpdateVolume(float volume, float fade_time);
void MUSIC_StopAllSongs(void);
void MUSIC_FreeAllSongs(void);
qboolean MUSIC_Playing(void);
int MUSIC_FindSong(const char* name);
int MUSIC_CurrentSongChannel(void);
void MUSIC_StopChannel(int channel_number);
qboolean MUSIC_PlaySong(const char* alias);
void MUSIC_UpdateMusicVolumes(void);
void MUSIC_CheckForStoppedSongs(void);
float S_GetSoundTime(sfxHandle_t handle);
void S_SetGlobalAmbientVolumeLevel(float volume);
void S_SetReverb(int reverb_type, float reverb_level);
int S_IsSoundPlaying(int channelNumber, const char* name);
void S_RespatializeOld(int entityNum, const vec3_t origin, vec3_t axis[3]);
void S_UpdateEntity(int entityNum, const vec3_t origin, const vec3_t velocity, qboolean use_listener);
void S_FadeSound(float fTime);
#ifdef USE_VOIP
void S_StartCapture( void );
int S_AvailableCaptureSamples( void );
void S_Capture( int samples, byte *data );
void S_StopCapture( void );
void S_MasterGain( float gain );
#endif
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#ifdef __cplusplus
}
#endif