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 |