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Xash3DArchive/snd_dx/sound.h

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//=======================================================================
// Copyright XashXT Group 2009 <20>
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// sound.h - client sound i/o functions
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//=======================================================================
#ifndef SOUND_H
#define SOUND_H
#include <windows.h>
#include "launch_api.h"
#include "qfiles_ref.h"
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#include "engine_api.h" // trace_t declaration
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#include "vsound_api.h"
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#include "entity_def.h"
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extern stdlib_api_t com;
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extern vsound_imp_t si;
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extern byte *sndpool;
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#define DEFAULT_SOUND_PACKET_VOLUME 255
#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
#define MAX_CHANNELS 128
#define MAX_DYNAMIC_CHANNELS 8
#define PAINTBUFFER_SIZE 512
#define MAX_RAW_SAMPLES 8192
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typedef struct
{
int left;
int right;
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} portable_samplepair_t;
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typedef struct sfx_s
{
string name;
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wavdata_t *cache;
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int touchFrame;
uint hashValue;
struct sfx_s *hashNext;
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} sfx_t;
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// structure used for fading in and out client sound volume.
typedef struct
{
float initial_percent;
float percent; // how far to adjust client's volume down by.
float starttime; // GetHostTime() when we started adjusting volume
float fadeouttime; // # of seconds to get to faded out state
float holdtime; // # of seconds to hold
float fadeintime; // # of seconds to restore
} soundfade_t;
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typedef struct
{
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;
byte *buffer;
} dma_t;
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typedef struct
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{
sfx_t *sfx; // sfx number
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int leftvol; // 0-255 volume
int rightvol; // 0-255 volume
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int end; // end time in global paintsamples
int pos; // sample position in sfx
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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)
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int master_vol; // 0-255 master volume
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} channel_t;
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typedef struct
{
vec3_t origin; // simorg
vec3_t vieworg; // simorg + view_ofs
vec3_t velocity;
vec3_t forward;
vec3_t right;
vec3_t up;
int entnum;
int waterlevel;
float frametime; // used for sound fade
bool ingame; // listener in-game ?
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bool paused;
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} listener_t;
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typedef struct
{
string loopName;
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stream_t *stream;
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} bg_track_t;
/*
====================================================================
SYSTEM SPECIFIC FUNCTIONS
====================================================================
*/
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#define Host_Error com.error
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#define Z_Malloc( size ) Mem_Alloc( sndpool, size )
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void S_Shutdown( void );
void S_StopSound( int entnum, int channel, const char *soundname );
void S_StopAllSounds( void );
void S_ClearBuffer( void );
void S_ExtraUpdate( void );
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void S_PaintChannels( int endtime );
void S_InitPaintChannels( void );
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// picks a channel based on priorities, empty slots, number of channels
channel_t *SND_PickChannel( int entnum, int entchannel );
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// spatializes a channel
void SND_Spatialize( channel_t *ch );
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//
// s_backend.c
//
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void S_PrintDeviceName( void );
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void S_SetHWND( void *hInst );
int SNDDMA_Init( void );
int SNDDMA_GetDMAPos( void );
void SNDDMA_Shutdown( void );
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//
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// s_dsp.c
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//
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void SX_Init( void );
void SX_Free( void );
void SX_RoomFX( int endtime, int fFilter, int fTimefx );
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//
// s_load.c
//
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void S_SoundList_f( void );
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void S_BeginRegistration( void );
sound_t S_RegisterSound( const char *sample );
sfx_t *S_GetSfxByHandle( sound_t handle );
void S_EndRegistration( void );
void S_FreeSounds( void );
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//
// s_main.c
//
bool S_Init( void *hInst );
void S_Activate( bool active );
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void S_FadeClientVolume( float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds );
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int S_StartLocalSound( const char *name, float volume, int pitch, const float *org );
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void S_StartSound( const vec3_t pos, int ent, int chan, sound_t sfx, float fvol, float attn, int pitch, int flags );
void S_StaticSound( const vec3_t pos, int ent, int chan, sound_t sfx, float fvol, float attn, int pitch, int flags );
void S_SoundFrame( ref_params_t *fd );
float S_GetMasterVolume( void );
//
// s_mix.c
//
void SND_InitScaletable( void );
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//
// s_mouth.c
//
void SND_InitMouth( int entnum, int entchannel );
void SND_CloseMouth( channel_t *ch );
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//
// s_stream.c
//
void S_StartStreaming( void );
void S_StopStreaming( void );
void S_StreamRawSamples( int samples, int rate, int width, int channels, const byte *data );
void S_StartBackgroundTrack( const char *intro, const char *loop );
void S_StreamBackgroundTrack( void );
void S_StopBackgroundTrack( void );
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// ====================================================================
// User-setable variables
// ====================================================================
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// 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 listener_t listener;
extern portable_samplepair_t paintbuffer[PAINTBUFFER_SIZE];
extern portable_samplepair_t rawsamples[MAX_RAW_SAMPLES];
extern channel_t channels[MAX_CHANNELS];
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 bool fakedma;
extern int fakedma_updates;
extern int paintedtime;
extern int soundtime;
extern int rawend;
extern dma_t dma;
extern float sound_nominal_clip_dist;
extern cvar_t *musicvolume;
extern cvar_t *volume;
extern bool snd_initialized;
extern int snd_blocked;
wavdata_t *S_LoadSound( sfx_t *s );
void SNDDMA_Submit( void );
void S_AmbientOff( void );
void S_AmbientOn( void );
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#endif//SOUND_H