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| author | wyatt8740 <wyatt8740@users.noreply.github.com> | 2023-10-01 23:53:17 -0400 |
|---|---|---|
| committer | wyatt8740 <wyatt8740@users.noreply.github.com> | 2023-10-02 00:00:01 -0400 |
| commit | 72d9253ab2e5e0630c824c7130a40b7158323bc9 (patch) | |
| tree | fc12bd36b3eb63ef6aeae213018d4f89981a08f4 /QW/client/sound.h | |
| parent | 68254ebe0411236d178ead073d5c176faae732a1 (diff) | |
| download | quake-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.h | 7 |
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); |
