text: /*
  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.
  
  You should have received a copy of the GNU General Public License
  along with this program; if not, write to the Free Software
  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
  
  */
  
  struct sfx_s;
  
  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, struct sfx_s *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, qboolean music);
  
  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);
  struct sfx_s *S_RegisterSound (char *sample);
  void S_EndRegistration (void);
  
  struct sfx_s *S_FindName (char *name, qboolean create);
  
  // 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);
  