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authorwyatt8740 <wyatt8740@users.noreply.github.com>2023-10-01 23:53:17 -0400
committerwyatt8740 <wyatt8740@users.noreply.github.com>2023-10-02 00:00:01 -0400
commit72d9253ab2e5e0630c824c7130a40b7158323bc9 (patch)
treefc12bd36b3eb63ef6aeae213018d4f89981a08f4 /QW/client/sound.h
parent68254ebe0411236d178ead073d5c176faae732a1 (diff)
downloadquake-pum-72d9253ab2e5e0630c824c7130a40b7158323bc9.tar.gz
Got X11 QuakeWorld to build (no GLQuakeWorld yet!).
Added support for 24-bit color depth (ripped out of WinQuake, which appears to have a newer version of vid_x.c). Also, added SDL audio code (almost directly translated from WinQuake/netquake code).
Diffstat (limited to 'QW/client/sound.h')
-rw-r--r--QW/client/sound.h7
1 files changed, 6 insertions, 1 deletions
diff --git a/QW/client/sound.h b/QW/client/sound.h
index 941e620..c1e90fa 100644
--- a/QW/client/sound.h
+++ b/QW/client/sound.h
@@ -111,9 +111,14 @@ channel_t *SND_PickChannel(int entnum, int entchannel);
// spatializes a channel
void SND_Spatialize(channel_t *ch);
+#if defined(USE_SDL2)
+/* Probably the easiest way to retrofit quakespasm's SDL2 audio code into
+ Id Quake. */
+qboolean SNDDMA_Init(dma_t *dma);
+#else
// initializes cycling through a DMA buffer and returns information on it
qboolean SNDDMA_Init(void);
-
+#endif
// gets the current DMA position
int SNDDMA_GetDMAPos(void);