mirror of
https://bitbucket.org/CPMADevs/cnq3
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167 lines
4.8 KiB
C
167 lines
4.8 KiB
C
/*
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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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// snd_local.h -- private sound definations
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#include "../qcommon/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "snd_public.h"
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#define PAINTBUFFER_SIZE 4096 // this is in samples
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#define SND_CHUNK_SIZE 1024 // samples
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typedef struct {
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int left; // the final values will be clamped to +/- 0x00ffff00 and shifted down
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int right;
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} portable_samplepair_t;
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typedef struct sndBuffer_s {
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short sndChunk[SND_CHUNK_SIZE];
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struct sndBuffer_s *next;
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int size;
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} sndBuffer;
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typedef struct sfx_s {
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sndBuffer *soundData;
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qbool defaultSound; // couldn't be loaded, so use buzz
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qbool inMemory;
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int soundLength;
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char soundName[MAX_QPATH];
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int lastTimeUsed;
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struct sfx_s *next;
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} sfx_t;
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typedef struct {
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int channels;
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int samples; // mono samples in buffer
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int submission_chunk; // don't mix less than this #
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int samplebits;
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int speed;
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byte *buffer;
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} dma_t;
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#define START_SAMPLE_IMMEDIATE 0x7fffffff
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typedef struct {
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vec3_t origin;
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sfx_t *sfx;
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int mergeFrame;
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qbool active;
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} loopSound_t;
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typedef struct
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{
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int allocTime;
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int startSample; // START_SAMPLE_IMMEDIATE = set immediately on next mix
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int entnum; // to allow overriding a specific sound
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int entchannel; // to allow overriding a specific sound
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int leftvol; // 0-255 volume after spatialization
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int rightvol; // 0-255 volume after spatialization
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int master_vol; // 0-255 volume before spatialization
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vec3_t origin; // only use if fixed_origin is set
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qbool fixed_origin; // use origin instead of fetching entnum's origin
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const sfx_t* thesfx; // sfx structure
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} channel_t;
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#define WAV_FORMAT_PCM 1
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// Interface between Q3 sound "api" and the sound backend
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typedef struct
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{
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void (*Shutdown)();
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void (*StartSound)( const vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx );
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void (*StartLocalSound)( sfxHandle_t sfx, int channelNum );
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void (*StartBackgroundTrack)( const char *intro, const char *loop );
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void (*StopBackgroundTrack)();
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void (*RawSamples)( int samples, int rate, int width, int channels, const byte *data, float volume );
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void (*StopAllSounds)();
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void (*ClearLoopingSounds)();
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void (*AddLoopingSound)( int entityNum, const vec3_t origin, sfxHandle_t sfx );
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void (*Respatialize)( int entityNum, const vec3_t origin, const vec3_t axis[3], int inwater );
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void (*UpdateEntityPosition)( int entityNum, const vec3_t origin );
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void (*Update)();
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void (*DisableSounds)();
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void (*BeginRegistration)();
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sfxHandle_t (*RegisterSound)( const char* sample );
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void (*ClearSoundBuffer)();
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void (*SoundInfo)();
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void (*SoundList)();
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} soundInterface_t;
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/*
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====================================================================
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SYSTEM SPECIFIC FUNCTIONS
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====================================================================
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*/
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qbool Sys_S_Init();
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void Sys_S_Shutdown();
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// Returns the current sample position (in mono samples read)
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// inside the DMA ring buffer so the mixing code knows
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// how many sample are required to fill it up.
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int Sys_S_GetDMAPos();
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// Makes sure dma.buffer is valid and accessible.
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// If necessary, acquires a lock.
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void Sys_S_BeginPainting();
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// Sends sound to device if dma.buffer isn't really the DMA buffer.
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// If a lock was acquired by Sys_S_BeginPainting,
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// Sys_S_Submit will release it.
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void Sys_S_Submit();
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#define MAX_CHANNELS 96
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extern channel_t s_channels[MAX_CHANNELS];
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extern channel_t loop_channels[MAX_CHANNELS];
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extern int numLoopChannels;
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extern int s_paintedtime;
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extern int s_rawend;
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extern dma_t dma;
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#define MAX_RAW_SAMPLES 16384
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extern portable_samplepair_t s_rawsamples[MAX_RAW_SAMPLES];
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extern cvar_t *s_volume;
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extern cvar_t *s_musicVolume;
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extern cvar_t *s_testsound;
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qbool S_LoadSound( sfx_t* sfx );
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void SND_free(sndBuffer *v);
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sndBuffer* SND_malloc();
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void SND_setup();
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void S_PaintChannels(int endtime);
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qbool S_FreeOldestSound();
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qbool S_Base_Init( soundInterface_t *si );
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