mirror of
https://bitbucket.org/CPMADevs/cnq3
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296 lines
6.2 KiB
C++
296 lines
6.2 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2005 Stuart Dalton (badcdev@gmail.com)
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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 Foobar; 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 "client.h"
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#include "client_help.h"
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#include "snd_codec.h"
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#include "snd_local.h"
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#include "snd_public.h"
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cvar_t *s_volume;
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cvar_t *s_musicVolume;
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cvar_t *s_initsound;
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cvar_t *s_autoMute;
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static soundInterface_t si;
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static qbool S_ValidSoundInterface()
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{
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if ( !si.Shutdown ) return qfalse;
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if ( !si.StartSound ) return qfalse;
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if ( !si.StartLocalSound ) return qfalse;
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if ( !si.StartBackgroundTrack ) return qfalse;
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if ( !si.StopBackgroundTrack ) return qfalse;
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if ( !si.RawSamples ) return qfalse;
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if ( !si.StopAllSounds ) return qfalse;
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if ( !si.ClearLoopingSounds ) return qfalse;
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if ( !si.AddLoopingSound ) return qfalse;
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if ( !si.Respatialize ) return qfalse;
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if ( !si.UpdateEntityPosition ) return qfalse;
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if ( !si.Update ) return qfalse;
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if ( !si.DisableSounds ) return qfalse;
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if ( !si.BeginRegistration ) return qfalse;
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if ( !si.RegisterSound ) return qfalse;
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if ( !si.ClearSoundBuffer ) return qfalse;
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if ( !si.SoundInfo ) return qfalse;
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if ( !si.SoundList ) return qfalse;
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return qtrue;
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}
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void S_StartSound( const vec3_t origin, int entnum, int entchannel, sfxHandle_t sfx )
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{
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if (si.StartSound)
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si.StartSound( origin, entnum, entchannel, sfx );
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}
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void S_StartLocalSound( sfxHandle_t sfx, int channelNum )
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{
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if (si.StartLocalSound)
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si.StartLocalSound( sfx, channelNum );
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}
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void S_StartBackgroundTrack( const char* intro, const char* loop )
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{
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if (si.StartBackgroundTrack)
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si.StartBackgroundTrack( intro, loop );
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}
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void S_StopBackgroundTrack()
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{
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if (si.StopBackgroundTrack)
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si.StopBackgroundTrack();
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}
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void S_RawSamples( int samples, int rate, int width, int channels, const byte *data, float volume )
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{
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if (si.RawSamples)
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si.RawSamples( samples, rate, width, channels, data, volume );
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}
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void S_StopAllSounds()
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{
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if (si.StopAllSounds)
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si.StopAllSounds();
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}
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void S_ClearLoopingSounds()
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{
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if (si.ClearLoopingSounds)
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si.ClearLoopingSounds();
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}
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void S_AddLoopingSound( int entityNum, const vec3_t origin, sfxHandle_t sfx )
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{
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if (si.AddLoopingSound)
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si.AddLoopingSound( entityNum, origin, sfx );
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}
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void S_Respatialize( int entityNum, const vec3_t origin, const vec3_t axis[3], int inwater )
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{
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if (si.Respatialize)
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si.Respatialize( entityNum, origin, axis, inwater );
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}
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void S_UpdateEntityPosition( int entityNum, const vec3_t origin )
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{
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if (si.UpdateEntityPosition)
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si.UpdateEntityPosition( entityNum, origin );
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}
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void S_Update()
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{
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if (si.Update)
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si.Update();
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}
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void S_DisableSounds()
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{
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if (si.DisableSounds)
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si.DisableSounds();
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}
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void S_BeginRegistration()
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{
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if (si.BeginRegistration)
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si.BeginRegistration();
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}
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sfxHandle_t S_RegisterSound( const char* sample )
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{
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if (si.RegisterSound)
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return si.RegisterSound( sample );
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return 0;
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}
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void S_ClearSoundBuffer()
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{
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if (si.ClearSoundBuffer)
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si.ClearSoundBuffer();
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}
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static void S_SoundInfo()
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{
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if (si.SoundInfo)
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si.SoundInfo();
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}
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static void S_SoundList()
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{
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if (si.SoundList)
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si.SoundList();
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}
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///////////////////////////////////////////////////////////////
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static void S_Play_f( void )
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{
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int i;
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sfxHandle_t h;
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char name[256];
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if( !si.RegisterSound || !si.StartLocalSound ) {
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return;
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}
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i = 1;
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while ( i<Cmd_Argc() ) {
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if ( !Q_strrchr(Cmd_Argv(i), '.') ) {
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Com_sprintf( name, sizeof(name), "%s.wav", Cmd_Argv(1) );
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} else {
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Q_strncpyz( name, Cmd_Argv(i), sizeof(name) );
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}
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h = si.RegisterSound( name );
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if( h ) {
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si.StartLocalSound( h, CHAN_LOCAL_SOUND );
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}
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i++;
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}
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}
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static void S_Music_f( void )
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{
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int c;
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if( !si.StartBackgroundTrack ) {
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return;
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}
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c = Cmd_Argc();
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if ( c == 2 ) {
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si.StartBackgroundTrack( Cmd_Argv(1), NULL );
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} else if ( c == 3 ) {
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si.StartBackgroundTrack( Cmd_Argv(1), Cmd_Argv(2) );
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} else {
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Com_Printf ("music <musicfile> [loopfile]\n");
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return;
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}
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}
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///////////////////////////////////////////////////////////////
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static const cvarTableItem_t cl_cvars[] =
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{
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{ &s_volume, "s_volume", "0.8", CVAR_ARCHIVE, CVART_FLOAT, "0", "1", "global sound volume" },
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{ &s_musicVolume, "s_musicvolume", "0", CVAR_ARCHIVE, CVART_FLOAT, "0", "16", "music volume" },
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{ &s_initsound, "s_initsound", "1", 0, CVART_BOOL, NULL, NULL, "enables the audio system" },
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{ &s_autoMute, "s_autoMute", "1", CVAR_ARCHIVE, CVART_INTEGER, "0", "2", help_s_autoMute }
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};
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static const cmdTableItem_t cl_cmds[] =
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{
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{ "play", S_Play_f, NULL, "starts local sound playback" },
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{ "music", S_Music_f, NULL, "starts music playback" },
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{ "s_list", S_SoundList, NULL, "lists loaded sounds" },
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{ "s_stop", S_StopAllSounds, NULL, "stops all sound playbacks" },
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{ "s_info", S_SoundInfo, NULL, "prints sound system info" }
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};
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void S_Init()
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{
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QSUBSYSTEM_INIT_START( "Sound" );
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Cvar_RegisterArray( cl_cvars, MODULE_SOUND );
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if ( !s_initsound->integer ) {
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Com_Memset( &si, 0, sizeof(si) );
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Com_Printf( "Sound disabled.\n" );
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return;
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}
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S_CodecInit();
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Cmd_RegisterArray( cl_cmds, MODULE_SOUND );
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if (!S_Base_Init( &si )) {
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Com_Printf( "Sound initialization failed.\n" );
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return;
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}
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if ( !S_ValidSoundInterface() )
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Com_Error( ERR_FATAL, "Sound interface invalid." );
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S_SoundInfo();
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QSUBSYSTEM_INIT_DONE( "Sound" );
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}
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void S_Shutdown()
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{
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if (si.Shutdown)
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si.Shutdown();
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Com_Memset( &si, 0, sizeof(si) );
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Cmd_UnregisterModule( MODULE_SOUND );
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S_CodecShutdown();
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}
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