Annotation of quake2/client/sound.h, revision 1.1.1.1

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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