icculus quake2 doxygen
1.0 dev
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Go to the documentation of this file.
27 void S_StartSound (
vec3_t origin,
int entnum,
int entchannel,
struct sfx_s *sfx,
float fvol,
float attenuation,
float timeofs);
struct sfx_s * S_FindName(char *name, qboolean create)
void S_BeginRegistration(void)
struct sfx_s * S_RegisterSound(char *sample)
void S_Update(vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up)
void S_RawSamples(int samples, int rate, int width, int channels, byte *data)
void S_Activate(qboolean active)
channel_t channels[MAX_CHANNELS]
void S_StartSound(vec3_t origin, int entnum, int entchannel, struct sfx_s *sfx, float fvol, float attenuation, float timeofs)
void CL_GetEntitySoundOrigin(int ent, vec3_t org)
void S_StopAllSounds(void)
void S_StartLocalSound(char *s)
void S_EndRegistration(void)