ref: 10f8c4729d6fc47a061f08ee2741e33fd672dc9e
dir: /client/sound.h/
void S_Init (void); void S_Shutdown (void); // if origin is NULL, the sound will be dynamically sourced from the entity void S_StartSound (vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float timeofs); void S_StartLocalSound (char *s); void S_RawSamples (int samples, int rate, int width, int channels, byte *data); void S_StopAllSounds(void); void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up); void S_Activate (qboolean active); void S_BeginRegistration (void); sfx_t *S_RegisterSound (char *sample); void S_EndRegistration (void); // the sound code makes callbacks to the client for entitiy position // information, so entities can be dynamically re-spatialized void CL_GetEntitySoundOrigin (int ent, vec3_t org);