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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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