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authorwyatt8740 <wyattfward@gmail.com>2021-01-19 14:40:32 -0500
committerwyatt8740 <wyattfward@gmail.com>2021-01-19 14:40:32 -0500
commit6f34ea985bc389605b9e03645ab258259ba49c81 (patch)
tree98874957c6baaae857ed8ce70e0c624c1f8ba50c /WinQuake/sound.h
parent9b671e8d4380c6cdf4b70fbf954e29481b9fdf85 (diff)
downloadquake-pum-6f34ea985bc389605b9e03645ab258259ba49c81.tar.gz
SDL2 audio backend, retrofitted from quakespasm (Music still requires either a CD drive with analogue audio playback or CD drive emulator software like cdemu, but SFX no longer require OSS DMA for playback and Quake no longer inherently prevents other software from making sound while running)
Diffstat (limited to 'WinQuake/sound.h')
-rw-r--r--WinQuake/sound.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/WinQuake/sound.h b/WinQuake/sound.h
index 6410af2..f5e8b35 100644
--- a/WinQuake/sound.h
+++ b/WinQuake/sound.h
@@ -115,7 +115,13 @@ channel_t *SND_PickChannel(int entnum, int entchannel);
void SND_Spatialize(channel_t *ch);
// initializes cycling through a DMA buffer and returns information on it
+#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
qboolean SNDDMA_Init(void);
+#endif
// gets the current DMA position
int SNDDMA_GetDMAPos(void);