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https://github.com/w23/xash3d-fwgs
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sound: move related function declarations to platform header. Remove unused.
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@ -19,6 +19,7 @@ GNU General Public License for more details.
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#include "con_nprint.h"
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#include "gl_local.h"
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#include "pm_local.h"
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#include "platform/platform.h"
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#define SND_CLIP_DISTANCE 1000.0f
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@ -237,22 +237,6 @@ typedef struct
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int source; // may be game, menu, etc
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} bg_track_t;
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/*
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====================================================================
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SYSTEM SPECIFIC FUNCTIONS
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====================================================================
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*/
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// initializes cycling through a DMA buffer and returns information on it
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qboolean SNDDMA_Init( void *hInst );
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int SNDDMA_GetSoundtime( void );
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void SNDDMA_Shutdown( void );
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void SNDDMA_BeginPainting( void );
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void SNDDMA_Submit( void );
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void SNDDMA_LockSound( void );
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void SNDDMA_UnlockSound( void );
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//====================================================================
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#define MAX_DYNAMIC_CHANNELS (60 + NUM_AMBIENTS)
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@ -1080,7 +1080,6 @@ void Cmd_Null_f( void );
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// soundlib shared exports
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qboolean S_Init( void );
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void S_Shutdown( void );
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void S_Activate( qboolean active );
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void S_StopSound( int entnum, int channel, const char *soundname );
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int S_GetCurrentStaticSounds( soundlist_t *pout, int size );
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void S_StopBackgroundTrack( void );
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@ -90,6 +90,22 @@ int R_MaxVideoModes();
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vidmode_t*R_GetVideoMode( int num );
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void* GL_GetProcAddress( const char *name ); // RenderAPI requirement
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/*
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==============================================================================
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AUDIO INPUT/OUTPUT
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==============================================================================
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*/
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// initializes cycling through a DMA buffer and returns information on it
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qboolean SNDDMA_Init( void *hInst );
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int SNDDMA_GetSoundtime( void );
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void SNDDMA_Shutdown( void );
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void SNDDMA_BeginPainting( void );
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void SNDDMA_Submit( void );
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void SNDDMA_Activate( qboolean active ); // pause audio
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// void SNDDMA_PrintDeviceName( void ); // unused
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// void SNDDMA_LockSound( void ); // unused
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// void SNDDMA_UnlockSound( void ); // unused
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#endif // PLATFORM_H
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@ -408,7 +408,7 @@ static void SDLash_EventFilter( SDL_Event *event )
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IN_ActivateMouse(true);
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if( snd_mute_losefocus->value )
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{
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S_Activate( true );
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SNDDMA_Activate( true );
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}
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host.force_draw_version = true;
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host.force_draw_version_time = host.realtime + FORCE_DRAW_VERSION_TIME;
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@ -427,7 +427,7 @@ static void SDLash_EventFilter( SDL_Event *event )
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IN_DeactivateMouse();
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if( snd_mute_losefocus->value )
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{
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S_Activate( false );
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SNDDMA_Activate( false );
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}
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host.force_draw_version = true;
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host.force_draw_version_time = host.realtime + 2;
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@ -14,6 +14,7 @@ GNU General Public License for more details.
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*/
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#include "common.h"
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#include "platform/platform.h"
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#if XASH_SOUND == SOUND_SDL
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#include "sound.h"
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@ -238,23 +239,13 @@ void SNDDMA_Shutdown( void )
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/*
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===========
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S_PrintDeviceName
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===========
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*/
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void S_PrintDeviceName( void )
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{
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Msg( "Audio: SDL (driver: %s)\n", SDL_GetCurrentAudioDriver( ) );
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}
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/*
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===========
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S_Activate
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SNDDMA_Activate
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Called when the main window gains or loses focus.
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The window have been destroyed and recreated
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between a deactivate and an activate.
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===========
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*/
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void S_Activate( qboolean active )
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void SNDDMA_Activate( qboolean active )
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{
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SDL_PauseAudioDevice( sdl_dev, !active );
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}
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