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122 lines
4.6 KiB
C
122 lines
4.6 KiB
C
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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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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct soundsystemsavegame_s soundsystemsavegame_t;
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typedef struct channelbasesavegame_s channelbasesavegame_t;
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typedef struct channel_s channel_t;
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void S_Init( void );
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void S_SaveData( soundsystemsavegame_t *pSave );
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void S_LoadData( soundsystemsavegame_t *pSave );
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void S_InitBase( channelbasesavegame_t *pBase );
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void S_StoreBase( channelbasesavegame_t *pBase, channel_t *channel );
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void S_Shutdown( void );
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void S_FadeSound( float fTime );
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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, qboolean streamed );
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void S_StartLocalSound( 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 stream, int samples, int rate, int width, int channels,
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const byte *data, float volume, int entityNum );
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void S_StopSound( int entNum, int channel );
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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_ClearLoopingSounds( void );
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void S_AddLoopingSound( const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, 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 ] );
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void S_RespatializeEx( int entityNum, const vec3_t origin, vec3_t axis[ 3 ], int inwater );
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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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// let the sound system know where an entity currently is
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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_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 force_load );
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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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#ifdef __cplusplus
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}
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#endif
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