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-rw-r--r--WinQuake/sound.h366
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