void S_StopAllSounds(qboolean clear);
void S_StopAllSoundsC(void);
+void S_ClearBuffer (void);
+
+
// =======================================================================
// Internal sound data & structures
// =======================================================================
unsigned int total_channels;
int snd_blocked = 0;
-static qboolean snd_ambient = 1;
cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0"};
cvar_t snd_streaming = { CVAR_SAVE, "snd_streaming", "1"};
int fakedma_updates = 15;
-void S_AmbientOff (void)
-{
- snd_ambient = false;
-}
-
-
-void S_AmbientOn (void)
-{
- snd_ambient = true;
-}
-
-
void S_SoundInfo_f(void)
{
if (!sound_started || !shm)
for (ambient_channel = 0 ; ambient_channel < NUM_AMBIENTS;ambient_channel++)
channels[ambient_channel].sfx = NULL;
- if (!snd_ambient || ambient_level.value <= 0 || !cl.worldmodel || !cl.worldmodel->brush.AmbientSoundLevelsForPoint)
+ if (ambient_level.value <= 0 || !cl.worldmodel || !cl.worldmodel->brush.AmbientSoundLevelsForPoint)
return;
cl.worldmodel->brush.AmbientSoundLevelsForPoint(cl.worldmodel, listener_vieworigin, ambientlevels, sizeof(ambientlevels));
Cvar_RegisterVariable(&snd_initialized);
}
-void S_AmbientOff (void)
-{
-}
-
-void S_AmbientOn (void)
-{
-}
-
void S_Startup (void)
{
}
{
}
-void S_ClearBuffer (void)
-{
-}
-
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
{
}
void S_PauseGameSounds (void);
void S_ResumeGameSounds (void);
void S_SetChannelVolume (unsigned int ch_ind, float fvol);
-void S_ClearBuffer (void);
void S_Update(vec3_t origin, vec3_t forward, vec3_t left, vec3_t up);
void S_ExtraUpdate (void);
void SND_InitScaletable (void);
void SNDDMA_Submit(void);
-void S_AmbientOff (void);
-void S_AmbientOn (void);
-
void *S_LockBuffer(void);
void S_UnlockBuffer(void);