// 0 to NUM_AMBIENTS - 1 = water, etc
// NUM_AMBIENTS to NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS - 1 = normal entity sounds
// NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS to total_channels = static sounds
-#define MAX_DYNAMIC_CHANNELS 128
+#define MAX_DYNAMIC_CHANNELS 512
#define MAX_CHANNELS 516
extern unsigned int total_channels;
extern cvar_t snd_swapstereo;
extern cvar_t snd_streaming;
+#define SND_CHANNELLAYOUT_AUTO 0
+#define SND_CHANNELLAYOUT_STANDARD 1
+#define SND_CHANNELLAYOUT_ALSA 2
+extern cvar_t snd_channellayout;
+
+
extern int snd_blocked; // counter. When > 0, we stop submitting sound to the audio device
extern mempool_t *snd_mempool;
// Used for isolating performance in the renderer.
extern qboolean simsound;
-extern qboolean alsaspeakerlayout;
-
// ====================================================================
// Architecture-independent functions