char name[MAX_QPATH];
mempool_t *mempool;
sfxcache_t *sfxcache;
+ int silentlymissing; // true if missing and loaded with complain = false
} sfx_t;
typedef struct
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_Init (void);
void S_Startup (void);
void S_Shutdown (void);
+void S_Open (void);
+void S_Close (void);
void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation);
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
void S_StopSound (int entnum, int entchannel);
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);
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