snd_fetcher_getfmt_t getfmt;
};
-// 0 to NUM_AMBIENTS - 1 = water, etc
-// NUM_AMBIENTS to NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS - 1 = normal entity sounds
-// NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS to total_channels = static sounds
-#define MAX_DYNAMIC_CHANNELS 512
-#define MAX_CHANNELS 1028
-
extern unsigned int total_channels;
extern channel_t channels[MAX_CHANNELS];
extern qboolean simsound;
+#define STREAM_BUFFER_DURATION 0.3f // in seconds
+#define STREAM_BUFFER_FILL 0.2f // in seconds
+#define STREAM_BUFFER_SIZE(format_ptr) ((int)ceil (STREAM_BUFFER_DURATION * (format_ptr)->speed) * (format_ptr)->width * (format_ptr)->channels)
+
+// We work with 1 sec sequences, so this buffer must be able to contain
+// 1 sec of sound of the highest quality (48 KHz, 16 bit samples, stereo)
+extern unsigned char resampling_buffer [48000 * 2 * 2];
+
+
// ====================================================================
// Architecture-independent functions
// ====================================================================