#ifndef SOUND_H
#define SOUND_H
+#include "matrixlib.h"
+
+//AK: TODO: find a better solution instead of using a define
+#if defined( _WIN32 ) && !defined( USE_SDL )
+# define USE_DSOUND
+#endif
+
#define DEFAULT_SOUND_PACKET_VOLUME 255
#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
} snd_format_t;
// sfx_t flags
+#define SFXFLAG_NONE 0
#define SFXFLAG_SILENTLYMISSING (1 << 0) // if the sfx is missing and loaded with complain = false
#define SFXFLAG_USED (1 << 1)
+#define SFXFLAG_STREAMED (1 << 2) // informative only. You shouldn't need to know that
typedef struct snd_fetcher_s snd_fetcher_t;
typedef struct sfx_s
int bufferlength; // used only by certain drivers
} dma_t;
+// channel_t flags
+#define CHANNELFLAG_NONE 0
+#define CHANNELFLAG_FORCELOOP (1 << 0) // force looping even if the sound is not looped
+#define CHANNELFLAG_LOCALSOUND (1 << 1) // non-game sound (ex: menu sound)
+#define CHANNELFLAG_PAUSED (1 << 2)
+
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
- int lastptime; // last time this channel was painted
- int pos; // sample position in sfx
- int looping; // where to loop, -1 = no looping
- int entnum; // to allow overriding a specific sound
- int entchannel;
- vec3_t origin; // origin of sound effect
- vec_t dist_mult; // distance multiplier (attenuation/clipK)
- int master_vol; // 0-255 master volume
- void *fetcher_data; // Per-channel data for the sound fetching function
+ sfx_t *sfx; // sfx number
+ unsigned int flags; // cf CHANNELFLAG_* defines
+ int leftvol; // 0-255 volume
+ int rightvol; // 0-255 volume
+ int end; // end time in global paintsamples
+ int lastptime; // last time this channel was painted
+ int pos; // sample position in sfx
+ int looping; // where to loop, -1 = no looping
+ int entnum; // to allow overriding a specific sound
+ int entchannel;
+ vec3_t origin; // origin of sound effect
+ vec_t dist_mult; // distance multiplier (attenuation/clipK)
+ int master_vol; // 0-255 master volume
+ void *fetcher_data; // Per-channel data for the sound fetching function
} channel_t;
typedef const sfxbuffer_t* (*snd_fetcher_getsb_t) (channel_t* ch, unsigned int start, unsigned int nbsamples);
void S_Init (void);
void S_Startup (void);
void S_Shutdown (void);
-void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation);
+// S_StartSound returns the channel index, or -1 if an error occurred
+int 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_StopChannel (unsigned int channel_ind);
+void S_PauseChannel (unsigned int channel_ind, qboolean toggle);
+void S_LoopChannel (unsigned int channel_ind, qboolean toggle);
void S_StopSound (int entnum, int entchannel);
void S_StopAllSounds(qboolean clear);
-void S_ClearBuffer (void);
-void S_Update(vec3_t origin, vec3_t forward, vec3_t left, vec3_t up);
+void S_PauseGameSounds (void);
+void S_ResumeGameSounds (void);
+void S_SetChannelVolume (unsigned int ch_ind, float fvol);
+void S_Update(const matrix4x4_t *listenermatrix);
void S_ExtraUpdate (void);
-sfx_t *S_GetCached(const char *name);
-sfx_t *S_PrecacheSound (char *sample, int complain);
-void S_TouchSound (char *sample);
+sfx_t *S_GetCached(const char *name, qboolean stdpath);
+sfx_t *S_PrecacheSound (const char *sample, qboolean complain, qboolean stdpath);
+void S_TouchSound (const char *sample, qboolean stdpath);
void S_ClearUsed (void);
void S_PurgeUnused (void);
void S_PaintChannels(int endtime);
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 cvar_t loadas8bit;
extern cvar_t bgmvolume;
extern cvar_t volume;
extern cvar_t snd_swapstereo;
extern int snd_blocked;
-void S_LocalSound (char *s);
-qboolean S_LoadSound (sfx_t *s, int complain);
+void S_LocalSound (const char *s, qboolean stdpath);
+qboolean S_LoadSound (sfx_t *s, qboolean complain);
void S_UnloadSound(sfx_t *s);
void SND_InitScaletable (void);
void SNDDMA_Submit(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
-