Annotation of quake2/client/sound.h, revision 1.1

1.1     ! root        1: 
        !             2: struct sfx_s;
        !             3: 
        !             4: void S_Init (void);
        !             5: void S_Shutdown (void);
        !             6: 
        !             7: // if origin is NULL, the sound will be dynamically sourced from the entity
        !             8: void S_StartSound (vec3_t origin, int entnum, int entchannel, struct sfx_s *sfx, float fvol,  float attenuation, float timeofs);
        !             9: void S_StartLocalSound (char *s);
        !            10: 
        !            11: void S_RawSamples (int samples, int rate, int width, int channels, byte *data);
        !            12: 
        !            13: void S_StopAllSounds(void);
        !            14: void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
        !            15: 
        !            16: void S_Activate (qboolean active);
        !            17: 
        !            18: void S_BeginRegistration (void);
        !            19: struct sfx_s *S_RegisterSound (char *sample);
        !            20: void S_EndRegistration (void);
        !            21: 
        !            22: struct sfx_s *S_FindName (char *name, qboolean create);
        !            23: 
        !            24: // the sound code makes callbacks to the client for entitiy position
        !            25: // information, so entities can be dynamically re-spatialized
        !            26: void CL_GetEntitySoundOrigin (int ent, vec3_t org);

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