#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
void S_PauseGameSounds (void);
void S_ResumeGameSounds (void);
void S_SetChannelVolume (unsigned int ch_ind, float fvol);
-void S_Update(vec3_t origin, vec3_t forward, vec3_t left, vec3_t up);
+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 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 *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
-