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    Searched refs:NUM_AMBIENTS (Results 1 - 8 of 8) sorted by null

  /external/quake/quake/src/QW/client/
snd_dma.c 67 sfx_t *ambient_sfx[NUM_AMBIENTS];
366 for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
504 check = &channels[NUM_AMBIENTS];
505 for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
545 total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
684 for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
689 for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
745 ch = channels+NUM_AMBIENTS;
    [all...]
bspfile.h 196 #define NUM_AMBIENTS 4 // automatic ambient sounds
211 byte ambient_level[NUM_AMBIENTS];
model.h 176 byte ambient_sound_level[NUM_AMBIENTS];
gl_model.h 196 byte ambient_sound_level[NUM_AMBIENTS];
  /external/quake/quake/src/WinQuake/
snd_dma.cpp 64 sfx_t *ambient_sfx[NUM_AMBIENTS];
370 for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
508 check = &channels[NUM_AMBIENTS];
509 for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
549 total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
688 for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
693 for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
749 ch = channels+NUM_AMBIENTS;
    [all...]
bspfile.h 209 #define NUM_AMBIENTS 4 // automatic ambient sounds
224 byte ambient_level[NUM_AMBIENTS];
model.h 165 byte ambient_sound_level[NUM_AMBIENTS];
gl_model.h 192 byte ambient_sound_level[NUM_AMBIENTS];

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