thirtyflightsofloving/client/snd_dma.c

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2019-03-13 19:20:07 +00:00
/*
===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
This file is part of Quake 2 source code.
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Quake 2 source code 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.
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Quake 2 source code 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.
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You should have received a copy of the GNU General Public License
along with Quake 2 source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
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*/
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// snd_dma.c -- main control for any streaming sound output device
#include "client.h"
#include "snd_loc.h"
void S_Play(void);
void S_SoundList(void);
void S_Update_();
void S_StopAllSounds(void);
// =======================================================================
// Internal sound data & structures
// =======================================================================
// only begin attenuating sound volumes when outside the FULLVOLUME range
#define SOUND_FULLVOLUME 80
#define SOUND_LOOPATTENUATE 0.003
int s_registration_sequence;
channel_t channels[MAX_CHANNELS];
qboolean snd_initialized = false;
int sound_started=0;
dma_t dma;
vec3_t listener_origin;
vec3_t listener_forward;
vec3_t listener_right;
vec3_t listener_up;
qboolean s_registering;
int soundtime; // sample PAIRS
int paintedtime; // sample PAIRS
// during registration it is possible to have more sounds
// than could actually be referenced during gameplay,
// because we don't want to free anything until we are
// sure we won't need it.
#define MAX_SFX (MAX_SOUNDS*2)
sfx_t known_sfx[MAX_SFX];
int num_sfx;
#define MAX_PLAYSOUNDS 128
playsound_t s_playsounds[MAX_PLAYSOUNDS];
playsound_t s_freeplays;
playsound_t s_pendingplays;
int s_beginofs;
cvar_t *s_volume;
cvar_t *s_testsound;
cvar_t *s_loadas8bit;
cvar_t *s_khz;
cvar_t *s_show;
cvar_t *s_mixahead;
cvar_t *s_primary;
cvar_t *s_usedefaultsound; // Knightmare added
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#ifdef OGG_SUPPORT
cvar_t *s_musicvolume;
#endif
int s_rawend;
portable_samplepair_t s_rawsamples[MAX_RAW_SAMPLES];
// ====================================================================
// User-setable variables
// ====================================================================
void S_SoundInfo_f(void)
{
if (!sound_started)
{
Com_Printf ("sound system not started\n");
return;
}
Com_Printf("%5d stereo\n", dma.channels - 1);
Com_Printf("%5d samples\n", dma.samples);
Com_Printf("%5d samplepos\n", dma.samplepos);
Com_Printf("%5d samplebits\n", dma.samplebits);
Com_Printf("%5d submission_chunk\n", dma.submission_chunk);
Com_Printf("%5d speed\n", dma.speed);
Com_Printf("0x%x dma buffer\n", dma.buffer);
}
/*
================
S_Init
================
*/
void S_Init (void)
{
cvar_t *cv;
Com_Printf("\n------- Sound Initialization -------\n");
cv = Cvar_Get ("s_initsound", "1", 0);
Cvar_SetDescription ("s_initsound", "Enables the initialization of the sound subsystem.");
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if (!cv->value)
Com_Printf ("not initializing.\n");
else
{
s_volume = Cvar_Get ("s_volume", "1.0", CVAR_ARCHIVE);
Cvar_SetDescription ("s_volume", "Sets the sound volume (normalized). 0 = mute, 1.0 = max.");
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s_khz = Cvar_Get ("s_khz", "22", CVAR_ARCHIVE);
Cvar_SetDescription ("s_khz", "Sets the sound sampling rate in KHz.");
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s_loadas8bit = Cvar_Get ("s_loadas8bit", "0", CVAR_ARCHIVE);
Cvar_SetDescription ("s_loadas8bit", "Forces 8-bit low quality sounds when set to 1.");
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s_mixahead = Cvar_Get ("s_mixahead", "0.2", CVAR_ARCHIVE);
Cvar_SetDescription ("s_mixahead", "Sets sound mix-ahead time in seconds.");
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s_show = Cvar_Get ("s_show", "0", 0);
Cvar_SetDescription ("s_show", "Enables sound debugging output.");
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s_testsound = Cvar_Get ("s_testsound", "0", 0);
Cvar_SetDescription ("s_testsound", "Enables generated test sound.");
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s_primary = Cvar_Get ("s_primary", "0", CVAR_ARCHIVE); // win32 specific
Cvar_SetDescription ("s_primary", "Enables primary sound buffer. Set to 1 for better performance, or 0 for improved compatibility.");
s_usedefaultsound = Cvar_Get ("s_usedefaultsound", "0", CVAR_ARCHIVE); // Knightmare added
Cvar_SetDescription ("s_usedefaultsound", "Enables use of a default generated tone when a sound file can't be loaded.");
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#ifdef OGG_SUPPORT
s_musicvolume = Cvar_Get ("s_musicvolume", "1.0", CVAR_ARCHIVE); // Q2E
Cvar_SetDescription ("s_musicvolume", "Sets the music volume (normalized). 0 = mute, 1.0 = max.");
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#endif
Cmd_AddCommand("play", S_Play);
Cmd_AddCommand("stopsound", S_StopAllSounds);
Cmd_AddCommand("soundlist", S_SoundList);
Cmd_AddCommand("soundinfo", S_SoundInfo_f);
#ifdef OGG_SUPPORT
Cmd_AddCommand("ogg_restart", S_OGG_Restart);
#endif
if (!SNDDMA_Init())
return;
S_InitScaletable ();
sound_started = 1;
num_sfx = 0;
soundtime = 0;
paintedtime = 0;
Com_Printf ("sound sampling rate: %i\n", dma.speed);
S_StopAllSounds ();
}
#ifdef OGG_SUPPORT
S_OGG_Init();
#endif
Com_Printf("------------------------------------\n");
}
// =======================================================================
// Shutdown sound engine
// =======================================================================
void S_Shutdown (void)
{
int i;
sfx_t *sfx;
if (!sound_started)
return;
#ifdef OGG_SUPPORT
S_OGG_Shutdown();
#endif
SNDDMA_Shutdown();
sound_started = 0;
Cmd_RemoveCommand("play");
Cmd_RemoveCommand("stopsound");
Cmd_RemoveCommand("soundlist");
Cmd_RemoveCommand("soundinfo");
#ifdef OGG_SUPPORT
Cmd_RemoveCommand("ogg_restart");
#endif
// free all sounds
for (i=0, sfx=known_sfx ; i < num_sfx ; i++,sfx++)
{
if (!sfx->name[0])
continue;
if (sfx->cache)
Z_Free (sfx->cache);
memset (sfx, 0, sizeof(*sfx));
}
num_sfx = 0;
}
// =======================================================================
// Load a sound
// =======================================================================
/*
==================
S_FindName
==================
*/
sfx_t *S_FindName (char *name, qboolean create)
{
int i;
sfx_t *sfx;
if (!name)
Com_Error (ERR_FATAL, "S_FindName: NULL\n");
if (!name[0])
Com_Error (ERR_FATAL, "S_FindName: empty name\n");
if (strlen(name) >= MAX_QPATH)
Com_Error (ERR_FATAL, "Sound name too long: %s", name);
// see if already loaded
for (i=0 ; i < num_sfx ; i++)
if (!strcmp(known_sfx[i].name, name))
{
return &known_sfx[i];
}
if (!create)
return NULL;
// find a free sfx
for (i=0 ; i < num_sfx ; i++)
if (!known_sfx[i].name[0])
// registration_sequence < s_registration_sequence)
break;
if (i == num_sfx)
{
if (num_sfx == MAX_SFX)
Com_Error (ERR_FATAL, "S_FindName: out of sfx_t");
num_sfx++;
}
sfx = &known_sfx[i];
memset (sfx, 0, sizeof(*sfx));
// strncpy (sfx->name, name);
Q_strncpyz (sfx->name, sizeof(sfx->name), name);
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sfx->registration_sequence = s_registration_sequence;
return sfx;
}
/*
==================
S_AliasName
==================
*/
sfx_t *S_AliasName (char *aliasname, char *truename)
{
sfx_t *sfx;
char *s;
int i;
s = Z_Malloc (MAX_QPATH);
// strncpy (s, truename);
Q_strncpyz (s, MAX_QPATH, truename);
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// find a free sfx
for (i=0 ; i < num_sfx ; i++)
if (!known_sfx[i].name[0])
break;
if (i == num_sfx)
{
if (num_sfx == MAX_SFX)
Com_Error (ERR_FATAL, "S_FindName: out of sfx_t");
num_sfx++;
}
sfx = &known_sfx[i];
memset (sfx, 0, sizeof(*sfx));
// strncpy (sfx->name, aliasname);
Q_strncpyz (sfx->name, sizeof(sfx->name), aliasname);
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sfx->registration_sequence = s_registration_sequence;
sfx->truename = s;
return sfx;
}
/*
=====================
S_BeginRegistration
=====================
*/
void S_BeginRegistration (void)
{
s_registration_sequence++;
s_registering = true;
}
/*
==================
S_RegisterSound
==================
*/
sfx_t *S_RegisterSound (char *name)
{
sfx_t *sfx;
if (!sound_started)
return NULL;
sfx = S_FindName (name, true);
sfx->registration_sequence = s_registration_sequence;
if (!s_registering)
S_LoadSound (sfx);
return sfx;
}
/*
=====================
S_EndRegistration
=====================
*/
void S_EndRegistration (void)
{
int i;
sfx_t *sfx;
int size;
// free any sounds not from this registration sequence
for (i=0, sfx=known_sfx ; i < num_sfx ; i++,sfx++)
{
if (!sfx->name[0])
continue;
if (sfx->registration_sequence != s_registration_sequence)
{ // don't need this sound
if (sfx->cache) // it is possible to have a leftover
Z_Free (sfx->cache); // from a server that didn't finish loading
memset (sfx, 0, sizeof(*sfx));
}
else
{ // make sure it is paged in
if (sfx->cache)
{
size = sfx->cache->length*sfx->cache->width;
Com_PageInMemory ((byte *)sfx->cache, size);
}
}
}
// load everything in
for (i=0, sfx=known_sfx ; i < num_sfx ; i++,sfx++)
{
if (!sfx->name[0])
continue;
S_LoadSound (sfx);
}
s_registering = false;
// Knightmare added
// S_EndRegistration is only called while the refresh is prepped
// during a sound resart, so we can use this to restart the music track
if (cls.state == ca_active && cl.refresh_prepped && !CDAudio_Active())
CL_PlayBackgroundTrack ();
}
//=============================================================================
/*
=================
S_PickChannel
=================
*/
channel_t *S_PickChannel(int entnum, int entchannel)
{
int ch_idx;
int first_to_die;
int life_left;
channel_t *ch;
if (entchannel<0)
Com_Error (ERR_DROP, "S_PickChannel: entchannel<0");
// Check for replacement sound, or find the best one to replace
first_to_die = -1;
life_left = 0x7fffffff;
for (ch_idx=0; ch_idx < MAX_CHANNELS; ch_idx++)
{
#ifdef OGG_SUPPORT
// Don't let game sounds override streaming sounds
if (channels[ch_idx].streaming) // Q2E
continue;
#endif
if (entchannel != 0 // channel 0 never overrides
&& channels[ch_idx].entnum == entnum
&& channels[ch_idx].entchannel == entchannel)
{ // always override sound from same entity
first_to_die = ch_idx;
break;
}
// don't let monster sounds override player sounds
if (channels[ch_idx].entnum == cl.playernum+1 && entnum != cl.playernum+1 && channels[ch_idx].sfx)
continue;
if (channels[ch_idx].end - paintedtime < life_left)
{
life_left = channels[ch_idx].end - paintedtime;
first_to_die = ch_idx;
}
}
if (first_to_die == -1)
return NULL;
ch = &channels[first_to_die];
memset (ch, 0, sizeof(*ch));
return ch;
}
/*
=================
S_SpatializeOrigin
Used for spatializing channels and autosounds
=================
*/
void S_SpatializeOrigin (vec3_t origin, float master_vol, float dist_mult, int *left_vol, int *right_vol)
{
vec_t dot;
vec_t dist;
vec_t lscale, rscale, scale;
vec3_t source_vec;
if (cls.state != ca_active)
{
*left_vol = *right_vol = 255;
return;
}
// calculate stereo seperation and distance attenuation
VectorSubtract(origin, listener_origin, source_vec);
dist = VectorNormalize(source_vec);
dist -= SOUND_FULLVOLUME;
if (dist < 0)
dist = 0; // close enough to be at full volume
dist *= dist_mult; // different attenuation levels
dot = DotProduct(listener_right, source_vec);
if (dma.channels == 1 || !dist_mult)
{ // no attenuation = no spatialization
rscale = 1.0;
lscale = 1.0;
}
else
{
rscale = 0.5 * (1.0 + dot);
lscale = 0.5*(1.0 - dot);
}
// add in distance effect
scale = (1.0 - dist) * rscale;
*right_vol = (int) (master_vol * scale);
if (*right_vol < 0)
*right_vol = 0;
scale = (1.0 - dist) * lscale;
*left_vol = (int) (master_vol * scale);
if (*left_vol < 0)
*left_vol = 0;
}
/*
=================
S_Spatialize
=================
*/
void S_Spatialize(channel_t *ch)
{
vec3_t origin;
// anything coming from the view entity will always be full volume
if (ch->entnum == cl.playernum+1)
{
ch->leftvol = ch->master_vol;
ch->rightvol = ch->master_vol;
return;
}
if (ch->fixed_origin)
{
VectorCopy (ch->origin, origin);
}
else
CL_GetEntitySoundOrigin (ch->entnum, origin);
S_SpatializeOrigin (origin, ch->master_vol, ch->dist_mult, &ch->leftvol, &ch->rightvol);
}
/*
=================
S_AllocPlaysound
=================
*/
playsound_t *S_AllocPlaysound (void)
{
playsound_t *ps;
ps = s_freeplays.next;
if (ps == &s_freeplays)
return NULL; // no free playsounds
// unlink from freelist
ps->prev->next = ps->next;
ps->next->prev = ps->prev;
return ps;
}
/*
=================
S_FreePlaysound
=================
*/
void S_FreePlaysound (playsound_t *ps)
{
// unlink from channel
ps->prev->next = ps->next;
ps->next->prev = ps->prev;
// add to free list
ps->next = s_freeplays.next;
s_freeplays.next->prev = ps;
ps->prev = &s_freeplays;
s_freeplays.next = ps;
}
/*
===============
S_IssuePlaysound
Take the next playsound and begin it on the channel
This is never called directly by S_Play*, but only
by the update loop.
===============
*/
void S_IssuePlaysound (playsound_t *ps)
{
channel_t *ch;
sfxcache_t *sc;
if (s_show->value)
Com_Printf ("Issue %i\n", ps->begin);
// pick a channel to play on
ch = S_PickChannel(ps->entnum, ps->entchannel);
// if (!ch)
if (!ch || !ps->sfx || !ps->sfx->name[0]) // pointer / buffer check
{
S_FreePlaysound (ps);
return;
}
// spatialize
if (ps->attenuation == ATTN_STATIC)
ch->dist_mult = ps->attenuation * 0.001;
else
ch->dist_mult = ps->attenuation * 0.0005;
ch->master_vol = ps->volume;
ch->entnum = ps->entnum;
ch->entchannel = ps->entchannel;
ch->sfx = ps->sfx;
VectorCopy (ps->origin, ch->origin);
ch->fixed_origin = ps->fixed_origin;
S_Spatialize(ch);
ch->pos = 0;
sc = S_LoadSound (ch->sfx);
ch->end = paintedtime + sc->length; // crashes here
// free the playsound
S_FreePlaysound (ps);
}
struct sfx_s *S_RegisterSexedSound (entity_state_t *ent, char *base)
{
int n;
char *p;
struct sfx_s *sfx;
fileHandle_t f;
char model[MAX_QPATH];
char sexedFilename[MAX_QPATH];
char maleFilename[MAX_QPATH];
// determine what model the client is using
model[0] = 0;
// Knightmare- BIG UGLY HACK for old connected to server using old protocol
// Changed config strings require different parsing
if ( LegacyProtocol() )
n = OLD_CS_PLAYERSKINS + ent->number - 1;
else
n = CS_PLAYERSKINS + ent->number - 1;
if (cl.configstrings[n][0])
{
p = strchr(cl.configstrings[n], '\\');
if (p)
{
p += 1;
// strncpy(model, p);
Q_strncpyz (model, sizeof(model), p);
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p = strchr(model, '/');
if (p)
*p = 0;
}
}
// if we can't figure it out, they're male
if (!model[0])
// strncpy(model, "male");
Q_strncpyz (model, sizeof(model), "male");
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// see if we already know of the model specific sound
Com_sprintf (sexedFilename, sizeof(sexedFilename), "#players/%s/%s", model, base+1);
sfx = S_FindName (sexedFilename, false);
if (!sfx)
{
// no, so see if it exists
FS_FOpenFile (&sexedFilename[1], &f, FS_READ);
if (f)
{
// yes, close the file and register it
FS_FCloseFile (f);
sfx = S_RegisterSound (sexedFilename);
}
else
{
// no, revert to the male sound in the pak0.pak
Com_sprintf (maleFilename, sizeof(maleFilename), "player/%s/%s", "male", base+1);
sfx = S_AliasName (sexedFilename, maleFilename);
}
}
return sfx;
}
// =======================================================================
// Start a sound effect
// =======================================================================
/*
====================
S_StartSound
Validates the parms and ques the sound up
if pos is NULL, the sound will be dynamically sourced from the entity
Entchannel 0 will never override a playing sound
====================
*/
void S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float timeofs)
{
sfxcache_t *sc;
int vol;
playsound_t *ps, *sort;
int start;
if (!sound_started)
return;
if (!sfx)
return;
if (sfx->name[0] == '*')
sfx = S_RegisterSexedSound(&cl_entities[entnum].current, sfx->name);
// make sure the sound is loaded
sc = S_LoadSound (sfx);
if (!sc)
return; // couldn't load the sound's data
vol = fvol*255;
// make the playsound_t
ps = S_AllocPlaysound ();
if (!ps)
return;
if (origin)
{
VectorCopy (origin, ps->origin);
ps->fixed_origin = true;
}
else
ps->fixed_origin = false;
ps->entnum = entnum;
ps->entchannel = entchannel;
ps->attenuation = attenuation;
ps->volume = vol;
ps->sfx = sfx;
// drift s_beginofs
start = cl.frame.servertime * 0.001 * dma.speed + s_beginofs;
if (start < paintedtime)
{
start = paintedtime;
s_beginofs = start - (cl.frame.servertime * 0.001 * dma.speed);
}
else if (start > paintedtime + 0.3 * dma.speed)
{
start = paintedtime + 0.1 * dma.speed;
s_beginofs = start - (cl.frame.servertime * 0.001 * dma.speed);
}
else
{
s_beginofs-=10;
}
if (!timeofs)
ps->begin = paintedtime;
else
ps->begin = start + timeofs * dma.speed;
// sort into the pending sound list
for (sort = s_pendingplays.next ;
sort != &s_pendingplays && sort->begin < ps->begin ;
sort = sort->next)
;
ps->next = sort;
ps->prev = sort->prev;
ps->next->prev = ps;
ps->prev->next = ps;
}
/*
==================
S_StartLocalSound
==================
*/
void S_StartLocalSound (char *sound)
{
sfx_t *sfx;
if (!sound_started)
return;
sfx = S_RegisterSound (sound);
if (!sfx)
{
Com_Printf ("S_StartLocalSound: can't cache %s\n", sound);
return;
}
S_StartSound (NULL, cl.playernum+1, 0, sfx, 1, 1, 0);
}
/*
==================
S_ClearBuffer
==================
*/
void S_ClearBuffer (void)
{
int clear;
if (!sound_started)
return;
s_rawend = 0;
if (dma.samplebits == 8)
clear = 0x80;
else
clear = 0;
SNDDMA_BeginPainting ();
if (dma.buffer)
memset(dma.buffer, clear, dma.samples * dma.samplebits/8);
SNDDMA_Submit ();
}
/*
==================
S_StopAllSounds
==================
*/
void S_StopAllSounds(void)
{
int i;
if (!sound_started)
return;
// clear all the playsounds
memset(s_playsounds, 0, sizeof(s_playsounds));
s_freeplays.next = s_freeplays.prev = &s_freeplays;
s_pendingplays.next = s_pendingplays.prev = &s_pendingplays;
for (i=0 ; i<MAX_PLAYSOUNDS ; i++)
{
s_playsounds[i].prev = &s_freeplays;
s_playsounds[i].next = s_freeplays.next;
s_playsounds[i].prev->next = &s_playsounds[i];
s_playsounds[i].next->prev = &s_playsounds[i];
}
// clear all the channels
memset(channels, 0, sizeof(channels));
#ifdef OGG_SUPPORT
// Stop background track
S_StopBackgroundTrack (); // Q2E
#endif
S_ClearBuffer ();
}
/*
==================
S_AddLoopSounds
Entities with a ->sound field will generated looped sounds
that are automatically started, stopped, and merged together
as the entities are sent to the client
==================
*/
void S_AddLoopSounds (void)
{
int i, j;
int sounds[MAX_EDICTS];
int left, right, left_total, right_total;
channel_t *ch;
sfx_t *sfx;
sfxcache_t *sc;
int num;
float dist_mult;
vec3_t origin_v; // Knightmare added
2019-03-13 19:20:07 +00:00
entity_state_t *ent;
if (cl_paused->value)
return;
if (cls.state != ca_active)
return;
if (!cl.sound_prepped)
return;
for (i=0 ; i<cl.frame.num_entities ; i++)
{
num = (cl.frame.parse_entities + i)&(MAX_PARSE_ENTITIES-1);
ent = &cl_parse_entities[num];
sounds[i] = ent->sound;
}
for (i=0 ; i<cl.frame.num_entities ; i++)
{
if (!sounds[i])
continue;
sfx = cl.sound_precache[sounds[i]];
if (!sfx)
continue; // bad sound effect
sc = sfx->cache;
if (!sc)
continue;
num = (cl.frame.parse_entities + i)&(MAX_PARSE_ENTITIES-1);
ent = &cl_parse_entities[num];
#ifdef NEW_ENTITY_STATE_MEMBERS
#ifdef LOOP_SOUND_ATTENUATION
if (ent->attenuation <= 0.0f || ent->attenuation == ATTN_STATIC)
dist_mult = SOUND_LOOPATTENUATE;
else
dist_mult = ent->attenuation * 0.0005;
#else
dist_mult = SOUND_LOOPATTENUATE;
#endif
#else
dist_mult = SOUND_LOOPATTENUATE;
#endif
// Knightmare- find correct origin for bmodels without origin brushes
if (ent->solid == 31) // special value for bmodels
{
cmodel_t *cmodel;
qboolean outofbounds = false;
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int k;
cmodel = cl.model_clip[ent->modelindex];
if (cmodel) {
for (k=0; k<3; k++)
if (ent->origin[k] < cmodel->mins[k] || ent->origin[k] > cmodel->maxs[k])
outofbounds = true;
}
if (cmodel && outofbounds) {
for (k=0; k<3; k++)
origin_v[k] = ent->origin[k] + 0.5 * (cmodel->mins[k] + cmodel->maxs[k]);
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}
else
VectorCopy (ent->origin, origin_v);
}
else
VectorCopy (ent->origin, origin_v);
// find the total contribution of all sounds of this type
S_SpatializeOrigin (origin_v, 255.0, dist_mult, // SOUND_LOOPATTENUATE // was ent->origin
&left_total, &right_total);
for (j=i+1; j<cl.frame.num_entities; j++)
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{
if (sounds[j] != sounds[i])
continue;
sounds[j] = 0; // don't check this again later
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num = (cl.frame.parse_entities + j)&(MAX_PARSE_ENTITIES-1);
ent = &cl_parse_entities[num];
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S_SpatializeOrigin (origin_v, 255.0, dist_mult, // SOUND_LOOPATTENUATE // was ent->origin
&left, &right);
left_total += left;
right_total += right;
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}
if (left_total == 0 && right_total == 0)
continue; // not audible
// allocate a channel
ch = S_PickChannel(0, 0);
if (!ch)
return;
if (left_total > 255)
left_total = 255;
if (right_total > 255)
right_total = 255;
ch->leftvol = left_total;
ch->rightvol = right_total;
ch->autosound = true; // remove next frame
ch->sfx = sfx;
ch->pos = paintedtime % sc->length;
ch->end = paintedtime + sc->length - ch->pos;
}
}
//=============================================================================
/*
============
S_RawSamples
Cinematic streaming and voice over network
============
*/
void S_RawSamples (int samples, int rate, int width, int channels, byte *data, qboolean music)
{
int i;
int src, dst;
float scale;
int snd_vol;
if (!sound_started)
return;
#ifdef OGG_SUPPORT
if (music)
snd_vol = (int)(s_musicvolume->value * 256);
else
#endif
snd_vol = (int)(s_volume->value * 256);
if (s_rawend < paintedtime)
s_rawend = paintedtime;
scale = (float)rate / dma.speed;
//Com_Printf ("%i < %i < %i\n", soundtime, paintedtime, s_rawend);
if (channels == 2 && width == 2)
{
if (scale == 1.0)
{ // optimized case
for (i=0 ; i<samples ; i++)
{
dst = s_rawend&(MAX_RAW_SAMPLES-1);
s_rawend++;
s_rawsamples[dst].left =
LittleShort(((short *)data)[i*2]) * snd_vol; // << 8;
s_rawsamples[dst].right =
LittleShort(((short *)data)[i*2+1]) * snd_vol; // << 8;
}
}
else
{
for (i=0 ; ; i++)
{
src = i*scale;
if (src >= samples)
break;
dst = s_rawend&(MAX_RAW_SAMPLES-1);
s_rawend++;
s_rawsamples[dst].left =
LittleShort(((short *)data)[src*2]) * snd_vol; // << 8;
s_rawsamples[dst].right =
LittleShort(((short *)data)[src*2+1]) * snd_vol; // << 8;
}
}
}
else if (channels == 1 && width == 2)
{
for (i=0 ; ; i++)
{
src = i*scale;
if (src >= samples)
break;
dst = s_rawend&(MAX_RAW_SAMPLES-1);
s_rawend++;
s_rawsamples[dst].left =
LittleShort(((short *)data)[src]) * snd_vol; // << 8;
s_rawsamples[dst].right =
LittleShort(((short *)data)[src]) * snd_vol; // << 8;
}
}
else if (channels == 2 && width == 1)
{
for (i=0 ; ; i++)
{
src = i*scale;
if (src >= samples)
break;
dst = s_rawend&(MAX_RAW_SAMPLES-1);
s_rawend++;
s_rawsamples[dst].left =
( ((char *)data)[src*2] << 8 ) * snd_vol; // << 16;
s_rawsamples[dst].right =
( ((char *)data)[src*2+1] << 8 ) * snd_vol; // << 16;
}
}
else if (channels == 1 && width == 1)
{
for (i=0 ; ; i++)
{
src = i*scale;
if (src >= samples)
break;
dst = s_rawend&(MAX_RAW_SAMPLES-1);
s_rawend++;
s_rawsamples[dst].left =
( (((byte *)data)[src]-128) << 8 ) * snd_vol; // << 16;
s_rawsamples[dst].right = ( (((byte *)data)[src]-128) << 8 ) * snd_vol; // << 16;
}
}
}
//=============================================================================
/*
============
S_Update
Called once each time through the main loop
============
*/
void S_Update (vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
{
int i;
int total;
channel_t *ch;
channel_t *combine;
if (!sound_started)
return;
// if the laoding plaque is up, clear everything
// out to make sure we aren't looping a dirty
// dma buffer while loading
if (cls.disable_screen)
{
S_ClearBuffer ();
return;
}
// rebuild scale tables if volume is modified
if (s_volume->modified)
S_InitScaletable ();
//if (s_musicvolume->modified)
// S_InitMusicScaletable ();
VectorCopy(origin, listener_origin);
VectorCopy(forward, listener_forward);
VectorCopy(right, listener_right);
VectorCopy(up, listener_up);
combine = NULL;
// update spatialization for dynamic sounds
ch = channels;
for (i=0 ; i<MAX_CHANNELS; i++, ch++)
{
if (!ch->sfx)
continue;
if (ch->autosound)
{ // autosounds are regenerated fresh each frame
memset (ch, 0, sizeof(*ch));
continue;
}
S_Spatialize(ch); // respatialize channel
if (!ch->leftvol && !ch->rightvol)
{
memset (ch, 0, sizeof(*ch));
continue;
}
}
// add loopsounds
S_AddLoopSounds ();
//
// debugging output
//
if (s_show->value)
{
total = 0;
ch = channels;
for (i=0 ; i<MAX_CHANNELS; i++, ch++)
if (ch->sfx && (ch->leftvol || ch->rightvol) )
{
Com_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
total++;
}
Com_Printf ("----(%i)---- painted: %i\n", total, paintedtime);
}
#ifdef OGG_SUPPORT
S_UpdateBackgroundTrack ();
#endif
// mix some sound
S_Update_();
}
void GetSoundtime(void)
{
int samplepos;
static int buffers;
static int oldsamplepos;
int fullsamples;
fullsamples = dma.samples / dma.channels;
// it is possible to miscount buffers if it has wrapped twice between
// calls to S_Update. Oh well.
samplepos = SNDDMA_GetDMAPos();
if (samplepos < oldsamplepos)
{
buffers++; // buffer wrapped
if (paintedtime > 0x40000000)
{ // time to chop things off to avoid 32 bit limits
buffers = 0;
paintedtime = fullsamples;
S_StopAllSounds ();
}
}
oldsamplepos = samplepos;
soundtime = buffers*fullsamples + samplepos/dma.channels;
}
void S_Update_(void)
{
unsigned endtime;
int samps;
if (!sound_started)
return;
SNDDMA_BeginPainting ();
if (!dma.buffer)
return;
// Updates DMA time
GetSoundtime();
// check to make sure that we haven't overshot
if (paintedtime < soundtime)
{
Com_DPrintf ("S_Update_ : overflow\n");
paintedtime = soundtime;
}
// mix ahead of current position
endtime = soundtime + s_mixahead->value * dma.speed;
//endtime = (soundtime + 4096) & ~4095;
// mix to an even submission block size
endtime = (endtime + dma.submission_chunk-1)
& ~(dma.submission_chunk-1);
samps = dma.samples >> (dma.channels-1);
if (endtime - soundtime > samps)
endtime = soundtime + samps;
S_PaintChannels (endtime);
SNDDMA_Submit ();
}
/*
===============================================================================
console functions
===============================================================================
*/
void S_Play(void)
{
int i;
char name[256];
sfx_t *sfx;
i = 1;
while (i<Cmd_Argc())
{
if (!strrchr(Cmd_Argv(i), '.'))
{
// strncpy(name, Cmd_Argv(i));
// strncat(name, ".wav");
Q_strncpyz (name, sizeof(name), Cmd_Argv(i));
Q_strncatz (name, sizeof(name), ".wav");
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}
else
// strncpy(name, Cmd_Argv(i));
Q_strncpyz (name, sizeof(name), Cmd_Argv(i));
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sfx = S_RegisterSound(name);
S_StartSound(NULL, cl.playernum+1, 0, sfx, 1.0, 1.0, 0);
i++;
}
}
void S_SoundList(void)
{
int i;
sfx_t *sfx;
sfxcache_t *sc;
int size, total;
total = 0;
for (sfx=known_sfx, i=0 ; i<num_sfx ; i++, sfx++)
{
if (!sfx->registration_sequence)
continue;
sc = sfx->cache;
if (sc)
{
size = sc->length*sc->width*(sc->stereo+1);
total += size;
if (sc->loopstart >= 0)
Com_Printf ("L");
else
Com_Printf (" ");
Com_Printf("(%2db) %6i : %s\n",sc->width*8, size, sfx->name);
}
else
{
if (sfx->name[0] == '*')
Com_Printf(" placeholder : %s\n", sfx->name);
else
Com_Printf(" not loaded : %s\n", sfx->name);
}
}
Com_Printf ("Total resident: %i\n", total);
}