📄 sound_h.pas
字号:
{----------------------------------------------------------------------------}
{ }
{ File(s): sound.h }
{ Content: Quake2\ref_soft\ sound structures and constants }
{ }
{ Initial conversion by : George Melekos (inet_crow@hotmail.com) }
{ Initial conversion on : 20-Feb-2002 }
{ }
{ This File contains part of convertion of Quake2 source to ObjectPascal. }
{ More information about this project can be found at: }
{ http://www.sulaco.co.za/quake2/ }
{ }
{ Copyright (C) 1997-2001 Id Software, Inc. }
{ }
{ This program is free software; you can redistribute it and/or }
{ modify it under the terms of the GNU General Public License }
{ as published by the Free Software Foundation; either version 2 }
{ of the License, or (at your option) any later version. }
{ }
{ This program is distributed in the hope that it will be useful, }
{ but WITHOUT ANY WARRANTY; without even the implied warranty of }
{ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. }
{ }
{ See the GNU General Public License for more details. }
{ }
{----------------------------------------------------------------------------}
{ Updated on : 03-jun-2002 }
{ Updated by : Juha Hartikainen (juha@linearteam.org) }
{ - Commented out the procedures, they are not here. }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on: }
{----------------------------------------------------------------------------}
{ * TODO: }
{ 1. Some test of couple functions in this unit }
{----------------------------------------------------------------------------}
unit Sound_h;
interface
{
struct sfx_s;
}
type
sfx_s = Record
end;
psfx_s = ^sfx_s;
(*
procedure S_Init;
procedure S_Shutdown;
// if origin is NULL, the sound will be dynamically sourced from the entity
procedure S_StartSound (origin :vec3_t; entnum : Integer; entchannel : Integer;
var sfx :sfx_s; fvol : Single; attenuation : Single; timeofs : Single);
procedure S_StartLocalSound (s : PChar);
procedure S_RawSamples (samples : Integer; rate : Integer; width : Integer; channels : Integer; var data : byte);
procedure S_StopAllSounds;
procedure S_Update (origin : vec3_t; v_forward : vec3_t; v_right : vec3_t; v_up : vec3_t);
procedure S_Activate (active : qboolean);
procedure S_BeginRegistration;
function S_RegisterSound (sample : PChar) : psfx_s;
procedure S_EndRegistration;
function S_FindName (name : PChar; create : qboolean) : ^sfx_s;
// the sound code makes callbacks to the client for entitiy position
// information, so entities can be dynamically re-spatialized
procedure CL_GetEntitySoundOrigin (ent : Integer; org : vec3_t);
*)
implementation
end.
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -