#define SFXFLAG_NONE 0
#define SFXFLAG_SILENTLYMISSING (1 << 0) // if the sfx is missing and loaded with complain = false
#define SFXFLAG_USED (1 << 1)
+#define SFXFLAG_STREAMED (1 << 2) // informative only. You shouldn't need to know that
typedef struct snd_fetcher_s snd_fetcher_t;
typedef struct sfx_s
void S_Init (void);
void S_Startup (void);
void S_Shutdown (void);
+// S_StartSound returns the channel index, or -1 if an error occurred
int S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation);
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
+void S_StopChannel (unsigned int channel_ind);
+void S_PauseChannel (unsigned int channel_ind, qboolean toggle);
+void S_LoopChannel (unsigned int channel_ind, qboolean toggle);
void S_StopSound (int entnum, int entchannel);
void S_StopAllSounds(qboolean clear);
void S_PauseGameSounds (void);
void S_ResumeGameSounds (void);
-void S_ClearBuffer (void);
+void S_SetChannelVolume (unsigned int ch_ind, float fvol);
void S_Update(vec3_t origin, vec3_t forward, vec3_t left, vec3_t up);
void S_ExtraUpdate (void);
-sfx_t *S_GetCached(const char *name);
-sfx_t *S_PrecacheSound (char *sample, int complain);
-void S_TouchSound (char *sample);
+sfx_t *S_GetCached(const char *name, qboolean stdpath);
+sfx_t *S_PrecacheSound (const char *sample, qboolean complain, qboolean stdpath);
+void S_TouchSound (const char *sample, qboolean stdpath);
void S_ClearUsed (void);
void S_PurgeUnused (void);
void S_PaintChannels(int endtime);
extern vec3_t listener_viewleft;
extern vec3_t listener_viewup;
extern volatile dma_t *shm;
-extern volatile dma_t sn;
extern vec_t sound_nominal_clip_dist;
-extern cvar_t loadas8bit;
extern cvar_t bgmvolume;
extern cvar_t volume;
extern cvar_t snd_swapstereo;
extern int snd_blocked;
-void S_LocalSound (char *s);
-qboolean S_LoadSound (sfx_t *s, int complain);
+void S_LocalSound (const char *s, qboolean stdpath);
+qboolean S_LoadSound (sfx_t *s, qboolean complain);
void S_UnloadSound(sfx_t *s);
void SND_InitScaletable (void);
void SNDDMA_Submit(void);
-void S_AmbientOff (void);
-void S_AmbientOn (void);
-
void *S_LockBuffer(void);
void S_UnlockBuffer(void);
-// add some data to the tail of the rawsamples queue
-void S_RawSamples_Enqueue(short *samples, unsigned int length);
-// read and remove some data from the head of the rawsamples queue
-void S_RawSamples_Dequeue(int *samples, unsigned int length);
-// empty the rawsamples queue
-void S_RawSamples_ClearQueue(void);
-// returns how much more data the queue wants, or 0 if it is already full enough
-int S_RawSamples_QueueWantsMore(void);
-
-// resamples one sound buffer into another, while changing the length
-void S_ResampleBuffer16Stereo(short *input, int inputlength, short *output, int outputlength);
-
-// returns the rate that the rawsamples system is running at
-int S_RawSamples_SampleRate(void);
-
#endif
-