/* sound.h client sound i/o functions $Id: sound.h,v 1.26 2007/09/15 13:55:04 sezero Exp $ */ #ifndef __HX2_SOUND_H #define __HX2_SOUND_H // !!! if this is changed, it must be changed in asm_i386.h too !!! typedef struct { int left; int right; } portable_samplepair_t; typedef struct sfx_s { char name[MAX_QPATH]; cache_user_t cache; } sfx_t; // !!! if this is changed, it much be changed in asm_i386.h too !!! typedef struct { int length; int loopstart; int speed; int width; int stereo; byte data[1]; // variable sized } sfxcache_t; typedef struct { int channels; int samples; // mono samples in buffer int submission_chunk; // don't mix less than this # int samplepos; // in mono samples int samplebits; int speed; unsigned char *buffer; } dma_t; // !!! if this is changed, it much be changed in asm_i386.h too !!! typedef struct { sfx_t *sfx; // sfx number int leftvol; // 0-255 volume int rightvol; // 0-255 volume int end; // end time in global paintsamples int pos; // sample position in sfx // int looping; // where to loop, -1 = no looping int entnum; // to allow overriding a specific sound int entchannel; // vec3_t origin; // origin of sound effect vec_t dist_mult; // distance multiplier (attenuation/clipK) int master_vol; // 0-255 master volume } channel_t; typedef struct { int rate; int width; int channels; int loopstart; int samples; int dataofs; // chunk starts this many bytes from file start } wavinfo_t; void S_Init (void); void S_Startup (void); void S_Shutdown (void); void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation); void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation); void S_StopSound (int entnum, int entchannel); void S_UpdateSoundPos (int entnum, int entchannel, vec3_t origin); void S_StopAllSounds(qboolean clear); void S_ClearBuffer (void); void S_Update (vec3_t origin, vec3_t forward, vec3_t right, vec3_t up); void S_ExtraUpdate (void); sfx_t *S_PrecacheSound (const char *sample); void S_TouchSound (const char *sample); void S_ClearPrecache (void); void S_BeginPrecaching (void); void S_EndPrecaching (void); void S_PaintChannels (int endtime); void S_InitPaintChannels (void); // picks a channel based on priorities, empty slots, number of channels channel_t *SND_PickChannel (int entnum, int entchannel); // spatializes a channel void SND_Spatialize (channel_t *ch); // ==================================================================== // User-setable variables // ==================================================================== #define MAX_CHANNELS 128 #define MAX_DYNAMIC_CHANNELS 8 extern channel_t snd_channels[MAX_CHANNELS]; // 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds // MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc // MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds extern volatile dma_t *shm; extern volatile dma_t sn; extern const int MAX_TRYRATES; extern const int tryrates[]; extern int desired_bits, desired_speed, desired_channels; extern int total_channels; extern int soundtime; extern int paintedtime; extern qboolean snd_skippaint; extern vec3_t listener_origin; extern vec3_t listener_forward; extern vec3_t listener_right; extern vec3_t listener_up; extern cvar_t loadas8bit; extern cvar_t bgmvolume; extern cvar_t bgmtype; extern cvar_t sfxvolume; extern int snd_blocked; void S_LocalSound (const char *sound); sfxcache_t *S_LoadSound (sfx_t *s); wavinfo_t GetWavinfo (const char *name, byte *wav, size_t wavlength); void SND_InitScaletable (void); #endif /* __HX2_SOUND_H */