/* =========================================================================== 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 =========================================================================== */ #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(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); 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(qboolean stop_music); // 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); 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); 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 streamed); 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); 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 #ifdef __cplusplus } #endif