/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP 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 3 of the License, or (at your option) any later version. RTCW SP 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 RTCW SP Source Code. If not, see . In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifdef DOOMSOUND ///// (SA) DOOMSOUND #ifdef __cplusplus extern "C" { #endif #endif ///// (SA) DOOMSOUND void S_Init( void ); void S_Shutdown( void ); void S_UpdateThread( 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_StartSoundEx( vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx, int flags ); void S_StartLocalSound( sfxHandle_t sfx, int channelNum ); void S_StartBackgroundTrack( const char *intro, const char *loop, int fadeupTime ); void S_StopBackgroundTrack( void ); void S_QueueBackgroundTrack( const char *loop ); //----(SA) added void S_FadeStreamingSound( float targetvol, int time, int ssNum ); //----(SA) added void S_FadeAllSounds( float targetvol, int time ); //----(SA) added void S_StartStreamingSound( const char *intro, const char *loop, int entnum, int channel, int attenuation ); void S_StopStreamingSound( int index ); void S_StopEntStreamingSound( int entNum ); //----(SA) added // cinematics and voice-over-network will send raw samples // 1.0 volume will be direct output of source samples void S_RawSamples( int samples, int rate, int width, int s_channels, const byte *data, float lvol, float rvol, int streamingIndex ); // 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( void ); void S_ClearSounds( qboolean clearStreaming, qboolean clearMusic ); //----(SA) modified void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, const int range, sfxHandle_t sfxHandle, int volume ); void S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, const int range, sfxHandle_t sfx ); void S_StopLoopingSound( int entityNum ); #ifdef DOOMSOUND ///// (SA) DOOMSOUND void S_ClearSoundBuffer( void ); #endif ///// (SA) DOOMSOUND // 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], 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 #ifdef DOOMSOUND ///// (SA) DOOMSOUND sfxHandle_t S_RegisterSound( const char *sample ); #else sfxHandle_t S_RegisterSound( const char *sample, qboolean compressed ); #endif ///// (SA) DOOMSOUND void S_DisplayFreeMemory( void ); // int S_GetVoiceAmplitude( int entityNum ); #ifdef DOOMSOUND ///// (SA) DOOMSOUND #ifdef __cplusplus } #endif #endif ///// (SA) DOOMSOUND