diff options
Diffstat (limited to 'WinQuake/sound.h')
| -rw-r--r-- | WinQuake/sound.h | 366 |
1 files changed, 183 insertions, 183 deletions
diff --git a/WinQuake/sound.h b/WinQuake/sound.h index f5e8b35..46a36a0 100644 --- a/WinQuake/sound.h +++ b/WinQuake/sound.h @@ -1,183 +1,183 @@ -/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-*/
-// sound.h -- client sound i/o functions
-
-#ifndef __SOUND__
-#define __SOUND__
-
-#define DEFAULT_SOUND_PACKET_VOLUME 255
-#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
-
-// !!! if this is changed, it much be changed in asm_i386.h too !!!
-typedef struct
-{
- int left;
- int right;
-} portable_samplepair_t;
-
-typedef struct sfx_s
-{
- char name[MAX_QPATH];
- cache_user_t cache;
-} sfx_t;
-
-// !!! if this is changed, it much be changed in asm_i386.h too !!!
-typedef struct
-{
- int length;
- int loopstart;
- int speed;
- int width;
- int stereo;
- byte data[1]; // variable sized
-} sfxcache_t;
-
-typedef struct
-{
- qboolean gamealive;
- qboolean soundalive;
- qboolean splitbuffer;
- int channels;
- int samples; // mono samples in buffer
- int submission_chunk; // don't mix less than this #
- int samplepos; // in mono samples
- int samplebits;
- int speed;
- unsigned char *buffer;
-} dma_t;
-
-// !!! if this is changed, it much be changed in asm_i386.h too !!!
-typedef struct
-{
- sfx_t *sfx; // sfx number
- int leftvol; // 0-255 volume
- int rightvol; // 0-255 volume
- int end; // end time in global paintsamples
- 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
-} channel_t;
-
-typedef struct
-{
- int rate;
- int width;
- int channels;
- int loopstart;
- int samples;
- int dataofs; // chunk starts this many bytes from file start
-} wavinfo_t;
-
-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);
-void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
-void S_StopSound (int entnum, int entchannel);
-void S_StopAllSounds(qboolean clear);
-void S_ClearBuffer (void);
-void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
-void S_ExtraUpdate (void);
-
-sfx_t *S_PrecacheSound (char *sample);
-void S_TouchSound (char *sample);
-void S_ClearPrecache (void);
-void S_BeginPrecaching (void);
-void S_EndPrecaching (void);
-void S_PaintChannels(int endtime);
-void S_InitPaintChannels (void);
-
-// picks a channel based on priorities, empty slots, number of channels
-channel_t *SND_PickChannel(int entnum, int entchannel);
-
-// spatializes a channel
-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);
-
-// shutdown the DMA xfer.
-void SNDDMA_Shutdown(void);
-
-// ====================================================================
-// User-setable variables
-// ====================================================================
-
-#define MAX_CHANNELS 128
-#define MAX_DYNAMIC_CHANNELS 8
-
-
-extern channel_t channels[MAX_CHANNELS];
-// 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
-// MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc
-// MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds
-
-extern int total_channels;
-
-//
-// Fake dma is a synchronous faking of the DMA progress used for
-// isolating performance in the renderer. The fakedma_updates is
-// number of times S_Update() is called per second.
-//
-
-extern qboolean fakedma;
-extern int fakedma_updates;
-extern int paintedtime;
-extern vec3_t listener_origin;
-extern vec3_t listener_forward;
-extern vec3_t listener_right;
-extern vec3_t listener_up;
-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 qboolean snd_initialized;
-
-extern int snd_blocked;
-
-void S_LocalSound (char *s);
-sfxcache_t *S_LoadSound (sfx_t *s);
-
-wavinfo_t GetWavinfo (char *name, byte *wav, int wavlength);
-
-void SND_InitScaletable (void);
-void SNDDMA_Submit(void);
-
-void S_AmbientOff (void);
-void S_AmbientOn (void);
-
-#endif
+/* +Copyright (C) 1996-1997 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// sound.h -- client sound i/o functions + +#ifndef __SOUND__ +#define __SOUND__ + +#define DEFAULT_SOUND_PACKET_VOLUME 255 +#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0 + +// !!! if this is changed, it much be changed in asm_i386.h too !!! +typedef struct +{ + int left; + int right; +} portable_samplepair_t; + +typedef struct sfx_s +{ + char name[MAX_QPATH]; + cache_user_t cache; +} sfx_t; + +// !!! if this is changed, it much be changed in asm_i386.h too !!! +typedef struct +{ + int length; + int loopstart; + int speed; + int width; + int stereo; + byte data[1]; // variable sized +} sfxcache_t; + +typedef struct +{ + qboolean gamealive; + qboolean soundalive; + qboolean splitbuffer; + int channels; + int samples; // mono samples in buffer + int submission_chunk; // don't mix less than this # + int samplepos; // in mono samples + int samplebits; + int speed; + unsigned char *buffer; +} dma_t; + +// !!! if this is changed, it much be changed in asm_i386.h too !!! +typedef struct +{ + sfx_t *sfx; // sfx number + int leftvol; // 0-255 volume + int rightvol; // 0-255 volume + int end; // end time in global paintsamples + 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 +} channel_t; + +typedef struct +{ + int rate; + int width; + int channels; + int loopstart; + int samples; + int dataofs; // chunk starts this many bytes from file start +} wavinfo_t; + +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); +void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation); +void S_StopSound (int entnum, int entchannel); +void S_StopAllSounds(qboolean clear); +void S_ClearBuffer (void); +void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up); +void S_ExtraUpdate (void); + +sfx_t *S_PrecacheSound (char *sample); +void S_TouchSound (char *sample); +void S_ClearPrecache (void); +void S_BeginPrecaching (void); +void S_EndPrecaching (void); +void S_PaintChannels(int endtime); +void S_InitPaintChannels (void); + +// picks a channel based on priorities, empty slots, number of channels +channel_t *SND_PickChannel(int entnum, int entchannel); + +// spatializes a channel +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); + +// shutdown the DMA xfer. +void SNDDMA_Shutdown(void); + +// ==================================================================== +// User-setable variables +// ==================================================================== + +#define MAX_CHANNELS 128 +#define MAX_DYNAMIC_CHANNELS 8 + + +extern channel_t channels[MAX_CHANNELS]; +// 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds +// MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc +// MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds + +extern int total_channels; + +// +// Fake dma is a synchronous faking of the DMA progress used for +// isolating performance in the renderer. The fakedma_updates is +// number of times S_Update() is called per second. +// + +extern qboolean fakedma; +extern int fakedma_updates; +extern int paintedtime; +extern vec3_t listener_origin; +extern vec3_t listener_forward; +extern vec3_t listener_right; +extern vec3_t listener_up; +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 qboolean snd_initialized; + +extern int snd_blocked; + +void S_LocalSound (char *s); +sfxcache_t *S_LoadSound (sfx_t *s); + +wavinfo_t GetWavinfo (char *name, byte *wav, int wavlength); + +void SND_InitScaletable (void); +void SNDDMA_Submit(void); + +void S_AmbientOff (void); +void S_AmbientOn (void); + +#endif |
