cnq3/code/client/snd_main.cpp

296 lines
6.2 KiB
C++

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2005 Stuart Dalton (badcdev@gmail.com)
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "client.h"
#include "client_help.h"
#include "snd_codec.h"
#include "snd_local.h"
#include "snd_public.h"
cvar_t *s_volume;
cvar_t *s_musicVolume;
cvar_t *s_initsound;
cvar_t *s_autoMute;
static soundInterface_t si;
static qbool S_ValidSoundInterface()
{
if ( !si.Shutdown ) return qfalse;
if ( !si.StartSound ) return qfalse;
if ( !si.StartLocalSound ) return qfalse;
if ( !si.StartBackgroundTrack ) return qfalse;
if ( !si.StopBackgroundTrack ) return qfalse;
if ( !si.RawSamples ) return qfalse;
if ( !si.StopAllSounds ) return qfalse;
if ( !si.ClearLoopingSounds ) return qfalse;
if ( !si.AddLoopingSound ) return qfalse;
if ( !si.Respatialize ) return qfalse;
if ( !si.UpdateEntityPosition ) return qfalse;
if ( !si.Update ) return qfalse;
if ( !si.DisableSounds ) return qfalse;
if ( !si.BeginRegistration ) return qfalse;
if ( !si.RegisterSound ) return qfalse;
if ( !si.ClearSoundBuffer ) return qfalse;
if ( !si.SoundInfo ) return qfalse;
if ( !si.SoundList ) return qfalse;
return qtrue;
}
void S_StartSound( const vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx )
{
if (si.StartSound)
si.StartSound( origin, entnum, entchannel, sfx );
}
void S_StartLocalSound( sfxHandle_t sfx, int channelNum )
{
if (si.StartLocalSound)
si.StartLocalSound( sfx, channelNum );
}
void S_StartBackgroundTrack( const char* intro, const char* loop )
{
if (si.StartBackgroundTrack)
si.StartBackgroundTrack( intro, loop );
}
void S_StopBackgroundTrack()
{
if (si.StopBackgroundTrack)
si.StopBackgroundTrack();
}
void S_RawSamples( int samples, int rate, int width, int channels, const byte *data, float volume )
{
if (si.RawSamples)
si.RawSamples( samples, rate, width, channels, data, volume );
}
void S_StopAllSounds()
{
if (si.StopAllSounds)
si.StopAllSounds();
}
void S_ClearLoopingSounds()
{
if (si.ClearLoopingSounds)
si.ClearLoopingSounds();
}
void S_AddLoopingSound( int entityNum, const vec3_t origin, sfxHandle_t sfx )
{
if (si.AddLoopingSound)
si.AddLoopingSound( entityNum, origin, sfx );
}
void S_Respatialize( int entityNum, const vec3_t origin, const vec3_t axis[3], int inwater )
{
if (si.Respatialize)
si.Respatialize( entityNum, origin, axis, inwater );
}
void S_UpdateEntityPosition( int entityNum, const vec3_t origin )
{
if (si.UpdateEntityPosition)
si.UpdateEntityPosition( entityNum, origin );
}
void S_Update()
{
if (si.Update)
si.Update();
}
void S_DisableSounds()
{
if (si.DisableSounds)
si.DisableSounds();
}
void S_BeginRegistration()
{
if (si.BeginRegistration)
si.BeginRegistration();
}
sfxHandle_t S_RegisterSound( const char* sample )
{
if (si.RegisterSound)
return si.RegisterSound( sample );
return 0;
}
void S_ClearSoundBuffer()
{
if (si.ClearSoundBuffer)
si.ClearSoundBuffer();
}
static void S_SoundInfo()
{
if (si.SoundInfo)
si.SoundInfo();
}
static void S_SoundList()
{
if (si.SoundList)
si.SoundList();
}
///////////////////////////////////////////////////////////////
static void S_Play_f( void )
{
int i;
sfxHandle_t h;
char name[256];
if( !si.RegisterSound || !si.StartLocalSound ) {
return;
}
i = 1;
while ( i<Cmd_Argc() ) {
if ( !Q_strrchr(Cmd_Argv(i), '.') ) {
Com_sprintf( name, sizeof(name), "%s.wav", Cmd_Argv(1) );
} else {
Q_strncpyz( name, Cmd_Argv(i), sizeof(name) );
}
h = si.RegisterSound( name );
if( h ) {
si.StartLocalSound( h, CHAN_LOCAL_SOUND );
}
i++;
}
}
static void S_Music_f( void )
{
int c;
if( !si.StartBackgroundTrack ) {
return;
}
c = Cmd_Argc();
if ( c == 2 ) {
si.StartBackgroundTrack( Cmd_Argv(1), NULL );
} else if ( c == 3 ) {
si.StartBackgroundTrack( Cmd_Argv(1), Cmd_Argv(2) );
} else {
Com_Printf ("music <musicfile> [loopfile]\n");
return;
}
}
///////////////////////////////////////////////////////////////
static const cvarTableItem_t cl_cvars[] =
{
{ &s_volume, "s_volume", "0.8", CVAR_ARCHIVE, CVART_FLOAT, "0", "1", "global sound volume" },
{ &s_musicVolume, "s_musicvolume", "0", CVAR_ARCHIVE, CVART_FLOAT, "0", "16", "music volume" },
{ &s_initsound, "s_initsound", "1", 0, CVART_BOOL, NULL, NULL, "enables the audio system" },
{ &s_autoMute, "s_autoMute", "1", CVAR_ARCHIVE, CVART_INTEGER, "0", "2", help_s_autoMute }
};
static const cmdTableItem_t cl_cmds[] =
{
{ "play", S_Play_f, NULL, "starts local sound playback" },
{ "music", S_Music_f, NULL, "starts music playback" },
{ "s_list", S_SoundList, NULL, "lists loaded sounds" },
{ "s_stop", S_StopAllSounds, NULL, "stops all sound playbacks" },
{ "s_info", S_SoundInfo, NULL, "prints sound system info" }
};
void S_Init()
{
QSUBSYSTEM_INIT_START( "Sound" );
Cvar_RegisterArray( cl_cvars, MODULE_SOUND );
if ( !s_initsound->integer ) {
Com_Memset( &si, 0, sizeof(si) );
Com_Printf( "Sound disabled.\n" );
return;
}
S_CodecInit();
Cmd_RegisterArray( cl_cmds, MODULE_SOUND );
if (!S_Base_Init( &si )) {
Com_Printf( "Sound initialization failed.\n" );
return;
}
if ( !S_ValidSoundInterface() )
Com_Error( ERR_FATAL, "Sound interface invalid." );
S_SoundInfo();
QSUBSYSTEM_INIT_DONE( "Sound" );
}
void S_Shutdown()
{
if (si.Shutdown)
si.Shutdown();
Com_Memset( &si, 0, sizeof(si) );
Cmd_UnregisterModule( MODULE_SOUND );
S_CodecShutdown();
}