char name[MAX_QPATH];
mempool_t *mempool;
sfxcache_t *sfxcache;
+ int silentlymissing; // true if missing and loaded with complain = false
} sfx_t;
typedef struct
{
- qboolean gamealive;
- qboolean soundalive;
- qboolean splitbuffer;
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;
+ int bufferlength; // used only by certain drivers
} dma_t;
typedef struct
{
sfx_t *sfx; // sfx number
+ int forceloop; // force looping even if the sound is not looped
int leftvol; // 0-255 volume
int rightvol; // 0-255 volume
int end; // end time in global paintsamples
void S_StopSound (int entnum, int entchannel);
void S_StopAllSounds(qboolean clear);
void S_ClearBuffer (void);
-void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
+void S_Update(vec3_t origin, vec3_t forward, vec3_t left, vec3_t up);
void S_ExtraUpdate (void);
-sfx_t *S_PrecacheSound (char *sample);
+sfx_t *S_GetCached(const char *name);
+sfx_t *S_PrecacheSound (char *sample, int complain);
void S_TouchSound (char *sample);
void S_ClearPrecache (void);
void S_BeginPrecaching (void);
channel_t *SND_PickChannel(int entnum, int entchannel);
// spatializes a channel
-void SND_Spatialize(channel_t *ch);
+void SND_Spatialize(channel_t *ch, int isstatic);
// initializes cycling through a DMA buffer and returns information on it
qboolean SNDDMA_Init(void);
extern int fakedma_updates;
extern int paintedtime;
extern int soundtime;
-extern vec3_t listener_origin;
-extern vec3_t listener_forward;
-extern vec3_t listener_right;
-extern vec3_t listener_up;
+extern vec3_t listener_vieworigin;
+extern vec3_t listener_viewforward;
+extern vec3_t listener_viewleft;
+extern vec3_t listener_viewup;
extern volatile dma_t *shm;
extern volatile dma_t sn;
extern vec_t sound_nominal_clip_dist;
extern int snd_blocked;
void S_LocalSound (char *s);
-sfxcache_t *S_LoadSound (sfx_t *s);
+sfxcache_t *S_LoadSound (sfx_t *s, int complain);
+void S_UnloadSound(sfx_t *s);
wavinfo_t GetWavinfo (char *name, qbyte *wav, int wavlength);
void S_AmbientOff (void);
void S_AmbientOn (void);
+void *S_LockBuffer(void);
+void S_UnlockBuffer(void);
+
+// add some data to the tail of the rawsamples queue
+void S_RawSamples_Enqueue(short *samples, unsigned int length);
+// read and remove some data from the head of the rawsamples queue
+void S_RawSamples_Dequeue(int *samples, unsigned int length);
+// empty the rawsamples queue
+void S_RawSamples_ClearQueue(void);
+// returns how much more data the queue wants, or 0 if it is already full enough
+int S_RawSamples_QueueWantsMore(void);
+
+// resamples one sound buffer into another, while changing the length
+void S_ResampleBuffer16Stereo(short *input, int inputlength, short *output, int outputlength);
+
+// returns the rate that the rawsamples system is running at
+int S_RawSamples_SampleRate(void);
+
#endif
+