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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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