2016-12-18 04:43:04 +00:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "snd_local.h"
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#include "snd_codec.h"
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2020-10-15 02:48:41 +00:00
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#define DEF_COMSOUNDMEGS "16"
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2016-12-18 04:43:04 +00:00
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static sndBuffer* sndbuffers = NULL;
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static sndBuffer* freelist = NULL;
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static int sndmem_avail = 0;
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static int sndmem_inuse = 0;
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void SND_free( sndBuffer* v )
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{
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*(sndBuffer **)v = freelist;
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freelist = (sndBuffer*)v;
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sndmem_avail += sizeof(sndBuffer);
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}
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2020-10-15 02:48:41 +00:00
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2016-12-18 04:43:04 +00:00
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sndBuffer* SND_malloc()
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{
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while (!freelist) {
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2020-10-15 03:04:01 +00:00
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if (!S_FreeOldestSound()) {
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// Throw an error instead of running an infinite loop.
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// It would be nicer to have a disconnect/drop type of error here,
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// but sadly that would leave the hunk allocator in a bad state.
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Com_Error (ERR_FATAL,
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"Not enough memory for audio.\n"
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"Please increase com_soundMegs accordingly.\n");
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}
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2016-12-18 04:43:04 +00:00
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}
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sndmem_avail -= sizeof(sndBuffer);
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sndmem_inuse += sizeof(sndBuffer);
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sndBuffer* v = freelist;
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freelist = *(sndBuffer **)freelist;
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v->next = NULL;
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return v;
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}
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void SND_setup()
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{
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sndBuffer *p, *q;
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2020-10-15 02:48:41 +00:00
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// a sndBuffer struct is actually a bit over 2048 bytes,
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// so we're really allocating roughly 2x more than what was asked
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2016-12-18 04:43:04 +00:00
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const cvar_t* cv = Cvar_Get( "com_soundMegs", DEF_COMSOUNDMEGS, CVAR_LATCH | CVAR_ARCHIVE );
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2017-10-03 17:11:10 +00:00
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Cvar_SetRange( "com_soundMegs", CVART_INTEGER, "1", "64" );
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2020-10-15 02:48:41 +00:00
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Cvar_SetHelp( "com_soundMegs", "sound system buffer size [MB]\n"
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"It allocates from " S_COLOR_CVAR "com_hunkMegs" S_COLOR_HELP "'s pool." );
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const int scs = cv->integer * 1024;
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2016-12-18 04:43:04 +00:00
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sndbuffers = (sndBuffer*)Hunk_Alloc( scs * sizeof(sndBuffer), h_high );
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sndmem_avail = scs * sizeof(sndBuffer);
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p = sndbuffers;
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q = p + scs;
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while (--q > p)
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*(sndBuffer **)q = q-1;
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*(sndBuffer **)q = NULL;
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freelist = p + scs - 1;
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}
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void S_DisplayFreeMemory()
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{
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Com_Printf( "%d bytes sound buffer memory in use, %d free \n", sndmem_inuse, sndmem_avail );
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}
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///////////////////////////////////////////////////////////////
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// resample / decimate to the current source rate
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static void ResampleSfx( sfx_t *sfx, int inrate, int inwidth, byte *data )
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{
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int outcount;
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int srcsample;
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float stepscale;
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int i;
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int sample, samplefrac, fracstep;
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int part;
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sndBuffer *chunk;
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stepscale = (float)inrate / dma.speed; // this is usually 0.5, 1, or 2
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outcount = sfx->soundLength / stepscale;
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sfx->soundLength = outcount;
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samplefrac = 0;
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fracstep = stepscale * 256;
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chunk = sfx->soundData;
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for (i=0 ; i<outcount ; i++)
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{
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srcsample = samplefrac >> 8;
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samplefrac += fracstep;
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if( inwidth == 2 ) {
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sample = ( ((short *)data)[srcsample] );
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} else {
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sample = (int)( (unsigned char)(data[srcsample]) - 128) << 8;
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}
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part = (i&(SND_CHUNK_SIZE-1));
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if (part == 0) {
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sndBuffer* newchunk = SND_malloc();
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if (chunk == NULL) {
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sfx->soundData = newchunk;
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} else {
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chunk->next = newchunk;
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}
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chunk = newchunk;
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}
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chunk->sndChunk[part] = sample;
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}
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}
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qbool S_LoadSound( sfx_t* sfx )
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{
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// player specific sounds are never directly loaded
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if (sfx->soundName[0] == '*') {
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return qfalse;
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}
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snd_info_t info;
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byte* data = S_CodecLoad( sfx->soundName, &info );
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if (!data)
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return qfalse;
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if ( info.width == 1 ) {
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Com_DPrintf( S_COLOR_YELLOW "WARNING: %s is a 8 bit wav file\n", sfx->soundName );
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}
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if ( info.rate != 22050 ) {
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Com_DPrintf( S_COLOR_YELLOW "WARNING: %s is not a 22kHz wav file\n", sfx->soundName );
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}
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sfx->lastTimeUsed = Com_Milliseconds();
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sfx->soundLength = info.samples;
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sfx->soundData = NULL;
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ResampleSfx( sfx, info.rate, info.width, data + info.dataofs );
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Z_Free(data);
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return qtrue;
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}
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