openmohaa/code/client/snd_public.h
2016-03-27 11:49:47 +02:00

122 lines
No EOL
4.6 KiB
C

/*
===========================================================================
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