Functions | |
struct channel_s * | S_AllocChannel (void) |
Allocate a sound channel that can be used for playing sounds. More... | |
void | S_AmbientOff (void) |
Disable ambient sounds. More... | |
void | S_AmbientOn (void) |
Enable ambient sounds. More... | |
void | S_BlockSound (void) |
Pause the sound output. More... | |
void | S_ChannelStop (struct channel_s *chan) |
Stop and safely free a channel. More... | |
void | S_ExtraUpdate (void) |
Render some more sound without updating the client's position/orientation. More... | |
sfx_t * | S_LoadSound (const char *name) |
Pre-load a sound. More... | |
void | S_LocalSound (const char *s) |
Start a sound local to the client view. More... | |
sfx_t * | S_PrecacheSound (const char *sample) |
Pre-load a sound into the cache. More... | |
void | S_Progs_Init (struct progs_s *pr) |
void | S_StartSound (int entnum, int entchannel, sfx_t *sfx, const vec3_t origin, float fvol, float attenuation) |
Start a sound playing. More... | |
void | S_StaticSound (sfx_t *sfx, const vec3_t origin, float vol, float attenuation) |
Create a sound generated by the world. More... | |
void | S_StopAllSounds (void) |
Stop all sounds from playing. More... | |
void | S_StopSound (int entnum, int entchannel) |
Stop an entity's sound. More... | |
void | S_UnblockSound (void) |
Unpause the sound output. More... | |
void | S_Update (const vec3_t origin, const vec3_t v_forward, const vec3_t v_right, const vec3_t v_up, const byte *ambient_sound_level) |
Update the sound engine with the client's position and orientation and render some sound. More... | |
struct channel_s* S_AllocChannel | ( | void | ) |
Allocate a sound channel that can be used for playing sounds.
void S_AmbientOff | ( | void | ) |
Disable ambient sounds.
void S_AmbientOn | ( | void | ) |
Enable ambient sounds.
void S_BlockSound | ( | void | ) |
Pause the sound output.
Nested blocking is supported, so calls to S_BlockSound() and S_UnblockSound() must be balanced.
void S_ChannelStop | ( | struct channel_s * | chan | ) |
Stop and safely free a channel.
chan | channel to stop |
void S_ExtraUpdate | ( | void | ) |
Render some more sound without updating the client's position/orientation.
void S_LocalSound | ( | const char * | s | ) |
Start a sound local to the client view.
s | name of sound to play |
Pre-load a sound into the cache.
sample | name of sound to precache |
void S_Progs_Init | ( | struct progs_s * | pr | ) |
void S_StartSound | ( | int | entnum, |
int | entchannel, | ||
sfx_t * | sfx, | ||
const vec3_t | origin, | ||
float | fvol, | ||
float | attenuation | ||
) |
Start a sound playing.
entnum | index of entity the sound is associated with. |
entchannel | 0-7
|
sfx | sound to play |
origin | 3d coords of where the sound originates |
fvol | absolute volume of the sound |
attenuation | rate of volume dropoff vs distance |
Create a sound generated by the world.
sfx | sound to play |
origin | 3d coords of where the sound originates |
vol | absolute volume of the sound |
attenuation | rate of volume dropoff vs distance |
void S_StopAllSounds | ( | void | ) |
Stop all sounds from playing.
Stop an entity's sound.
entnum | index of entity the sound is associated with. |
entchannel | channel to silence |
void S_UnblockSound | ( | void | ) |
Unpause the sound output.
Nested blocking is supported, so calls to S_BlockSound() and S_UnblockSound() must be balanced.
void S_Update | ( | const vec3_t | origin, |
const vec3_t | v_forward, | ||
const vec3_t | v_right, | ||
const vec3_t | v_up, | ||
const byte * | ambient_sound_level | ||
) |
Update the sound engine with the client's position and orientation and render some sound.
origin | 3d coords of the client |
v_forward | 3d vector of the client's facing direction |
v_right | 3d vector of the client's rightward direction |
v_up | 3d vector of the client's upward direction |
ambient_sound_level | NUM_AMBIENTS bytes indicating current ambient sound levels |