/* =========================================================================== 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 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #if defined(NO_MODERN_DMA) && NO_MODERN_DMA #ifdef __cplusplus extern "C" { #endif 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 stream, int samples, int rate, int width, int channels, const byte *data, float volume, int entityNum); // 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 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 ); // 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 ); #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 #ifdef __cplusplus } #endif #include "new/snd_public_new.h" #else #ifdef __cplusplus extern "C" { #endif void S_SoundInfo_f(); void S_SoundDump_f(); void S_Init(qboolean full_startup); void S_Shutdown(qboolean full_shutdown); qboolean S_NameExists(const char* name); void S_BeginRegistration(); qboolean S_IsSoundRegistered(const char* name); sfxHandle_t S_RegisterSound(const char* name, int streamed, qboolean force_load); float S_GetSoundTime(sfxHandle_t handle); void S_EndRegistration(); void S_UpdateEntity(int entityNum, const vec3_t origin, const vec3_t vel, qboolean use_listener); void S_SetGlobalAmbientVolumeLevel(float volume); void S_StartSound(const vec3_t origin, int entnum, int entchannel, sfxHandle_t sfxHandle, float volume, float min_dist, float pitch, float maxDist, int streamed); void S_StartLocalSound(const char* sound_name, qboolean force_load); void S_StartLocalSoundChannel(const char* sound_name, qboolean force_load, soundChannel_t channel); void S_StopAllSounds(qboolean stop_music); void S_ClearLoopingSounds(); void S_AddLoopingSound(const vec3_t origin, const vec3_t velocity, sfxHandle_t sfxHandle, float volume, float min_dist, float max_dist, float pitch, int flags); void S_Respatialize(int entityNum, const vec3_t head, vec3_t axis[3]); void S_Update(); void S_StopSound(int entnum, int channel); void S_SetReverb(int reverb_type, float reverb_level); void S_Play(); void S_SoundList(); qboolean S_IsSoundPlaying(int channel_number, const char* sfxName); void S_FadeSound(float fTime); qboolean MUSIC_LoadSoundtrackFile(const char* filename); qboolean MUSIC_SongValid(const char* mood); qboolean MUSIC_Loaded(); void Music_Update(); void MUSIC_SongEnded(); 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 MUSIC_FreeAllSongs(); qboolean MUSIC_Playing(); int MUSIC_FindSong(const char* name); void S_loadsoundtrack(); const char* S_CurrentSoundtrack(); void S_PlaySong(); int MUSIC_CurrentSongChannel(); void MUSIC_StopChannel(int channel_number); qboolean MUSIC_PlaySong(const char* alias); void MUSIC_UpdateMusicVolumes(); void MUSIC_CheckForStoppedSongs(); void S_TriggeredMusic_SetupHandle(const char* pszName, int iLoopCount, int iOffset, qboolean autostart); void S_TriggeredMusic_Start(); void S_TriggeredMusic_StartLoop(); void S_TriggeredMusic_Stop(); void S_TriggeredMusic_Volume(); void S_TriggeredMusic_Pause(); void S_TriggeredMusic_Unpause(); void S_TriggeredMusic_PlayIntroMusic(); void S_StopMovieAudio(); void S_SetupMovieAudio(const char* pszMovieName); int S_CurrentMoviePosition(); const char* S_GetMusicFilename(); int S_GetMusicLoopCount(); unsigned int S_GetMusicOffset(); #ifdef __cplusplus } #endif #endif #ifdef __cplusplus extern "C" { #endif #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 #ifdef __cplusplus } #endif