/* * Copyright (C) 1997-2001 Id Software, Inc. * * This program 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. * * This program 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 * this program; if not, write to the Free Software Foundation, Inc., 59 * Temple Place - Suite 330, Boston, MA 02111-1307, USA. * */ struct sfx_s; 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, struct sfx_s *sfx, float fvol, float attenuation, float timeofs); void S_StartLocalSound(char *s); void S_RawSamples(int samples, int rate, int width, int channels, byte * data); void S_StopAllSounds(void); void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up); void S_Activate(qboolean active); void S_BeginRegistration(void); struct sfx_s *S_RegisterSound(char *sample); void S_EndRegistration(void); struct sfx_s *S_FindName(char *name, qboolean create); /* the sound code makes callbacks to the client for entitiy position */ /* information, so entities can be dynamically re-spatialized */ void CL_GetEntitySoundOrigin(int ent, vec3_t org);