/* =========================================================================== 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 =========================================================================== */ #ifdef __cplusplus extern "C" { #endif typedef struct soundsystemsavegame_s soundsystemsavegame_t; typedef struct channelbasesavegame_s channelbasesavegame_t; typedef struct channel_s channel_t; void S_Init( void ); void S_SaveData( soundsystemsavegame_t *pSave ); void S_LoadData( soundsystemsavegame_t *pSave ); void S_InitBase( channelbasesavegame_t *pBase ); void S_StoreBase( channelbasesavegame_t *pBase, channel_t *channel ); void S_Shutdown( void ); void S_FadeSound( float fTime ); // 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, qboolean streamed ); void S_StartLocalSound( const char *sound_name, qboolean force_load ); 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 ); void S_StopSound( int entNum, int channel ); // stop all sounds and the background track void S_StopAllSounds( qboolean stop_music ); // all continuous looping sounds must be added before calling S_Update void S_ClearLoopingSounds( void ); void S_AddLoopingSound( const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, float volume, float minDist, float maxDist, float pitch, int flags ); 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 ] ); void S_RespatializeEx( int entityNum, const vec3_t origin, vec3_t axis[ 3 ], int inwater ); 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 ); // let the sound system know where an entity currently is void S_UpdateEntity( int entityNum, const vec3_t origin, const vec3_t velocity, qboolean use_listener ); void S_Update( void ); void S_DisableSounds( void ); void S_BeginRegistration( void ); void S_EndRegistration( void ); qboolean S_IsSoundRegistered( const char *name ); // 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 force_load ); void S_DisplayFreeMemory( void ); 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 ); #ifdef __cplusplus } #endif