/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 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 3 of the License, or (at your option) any later version. Doom 3 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "framework/Session.h" #include "renderer/RenderWorld.h" #include "sound/snd_local.h" /* =================== idSoundFade::Clear =================== */ void idSoundFade::Clear() { fadeStart44kHz = 0; fadeEnd44kHz = 0; fadeStartVolume = 0; fadeEndVolume = 0; } /* =================== idSoundFade::FadeDbAt44kHz =================== */ float idSoundFade::FadeDbAt44kHz( int current44kHz ) { float fadeDb; if ( current44kHz >= fadeEnd44kHz ) { fadeDb = fadeEndVolume; } else if ( current44kHz > fadeStart44kHz ) { float fraction = ( fadeEnd44kHz - fadeStart44kHz ); float over = ( current44kHz - fadeStart44kHz ); fadeDb = fadeStartVolume + ( fadeEndVolume - fadeStartVolume ) * over / fraction; } else { fadeDb = fadeStartVolume; } return fadeDb; } //======================================================================== /* ======================= GeneratePermutedList Fills in elements[0] .. elements[numElements-1] with a permutation of 0 .. numElements-1 based on the permute parameter numElements == 3 maxPermute = 6 permute 0 = 012 permute 1 = 021 permute 2 = 102 permute 3 = 120 permute 4 = 201 permute 5 = 210 ======================= */ void PermuteList_r( int *list, int listLength, int permute, int maxPermute ) { if ( listLength < 2 ) { return; } permute %= maxPermute; int swap = permute * listLength / maxPermute; int old = list[swap]; list[swap] = list[0]; list[0] = old; maxPermute /= listLength; PermuteList_r( list + 1, listLength - 1, permute, maxPermute ); } int Factorial( int val ) { int fact = val; while ( val > 1 ) { val--; fact *= val; } return fact; } void GeneratePermutedList( int *list, int listLength, int permute ) { for ( int i = 0 ; i < listLength ; i++ ) { list[i] = i; } // we can't calculate > 12 factorial, so we can't easily build a permuted list if ( listLength > 12 ) { return; } // calculate listLength factorial int maxPermute = Factorial( listLength ); // recursively permute PermuteList_r( list, listLength, permute, maxPermute ); } void TestPermutations( void ) { int list[SOUND_MAX_LIST_WAVS]; for ( int len = 1 ; len < 5 ; len++ ) { common->Printf( "list length: %i\n", len ); int max = Factorial( len ); for ( int j = 0 ; j < max * 2 ; j++ ) { GeneratePermutedList( list, len, j ); common->Printf( "%4i : ", j ); for ( int k = 0 ; k < len ; k++ ) { common->Printf( "%i", list[k] ); } common->Printf( "\n" ); } } } //===================================================================================== /* =================== idSoundChannel::idSoundChannel =================== */ idSoundChannel::idSoundChannel( void ) { decoder = NULL; Clear(); } /* =================== idSoundChannel::~idSoundChannel =================== */ idSoundChannel::~idSoundChannel( void ) { Clear(); } /* =================== idSoundChannel::Clear =================== */ void idSoundChannel::Clear( void ) { int j; Stop(); soundShader = NULL; lastVolume = 0.0f; triggerChannel = SCHANNEL_ANY; channelFade.Clear(); diversity = 0.0f; leadinSample = NULL; trigger44kHzTime = 0; stopped = false; for( j = 0; j < 6; j++ ) { lastV[j] = 0.0f; } memset( &parms, 0, sizeof(parms) ); triggered = false; openalSource = 0; openalStreamingOffset = 0; openalStreamingBuffer[0] = openalStreamingBuffer[1] = openalStreamingBuffer[2] = 0; lastopenalStreamingBuffer[0] = lastopenalStreamingBuffer[1] = lastopenalStreamingBuffer[2] = 0; } /* =================== idSoundChannel::Start =================== */ void idSoundChannel::Start( void ) { triggerState = true; if ( decoder == NULL ) { decoder = idSampleDecoder::Alloc(); } } /* =================== idSoundChannel::Stop =================== */ void idSoundChannel::Stop( void ) { triggerState = false; stopped = true; if ( decoder != NULL ) { idSampleDecoder::Free( decoder ); decoder = NULL; } } /* =================== idSoundChannel::ALStop =================== */ void idSoundChannel::ALStop( void ) { if ( alIsSource( openalSource ) ) { alSourceStop( openalSource ); alSourcei( openalSource, AL_BUFFER, 0 ); soundSystemLocal.FreeOpenALSource( openalSource ); } if ( openalStreamingBuffer[0] && openalStreamingBuffer[1] && openalStreamingBuffer[2] ) { alGetError(); alDeleteBuffers( 3, &openalStreamingBuffer[0] ); if ( alGetError() == AL_NO_ERROR ) { openalStreamingBuffer[0] = openalStreamingBuffer[1] = openalStreamingBuffer[2] = 0; } } if ( lastopenalStreamingBuffer[0] && lastopenalStreamingBuffer[1] && lastopenalStreamingBuffer[2] ) { alGetError(); alDeleteBuffers( 3, &lastopenalStreamingBuffer[0] ); if ( alGetError() == AL_NO_ERROR ) { lastopenalStreamingBuffer[0] = lastopenalStreamingBuffer[1] = lastopenalStreamingBuffer[2] = 0; } } } /* =================== idSoundChannel::GatherChannelSamples Will always return 44kHz samples for the given range, even if it deeply looped or out of the range of the unlooped samples. Handles looping between multiple different samples and leadins =================== */ void idSoundChannel::GatherChannelSamples( int sampleOffset44k, int sampleCount44k, float *dest ) const { float *dest_p = dest; int len; //Sys_DebugPrintf( "msec:%i sample:%i : %i : %i\n", Sys_Milliseconds(), soundSystemLocal.GetCurrent44kHzTime(), sampleOffset44k, sampleCount44k ); //!@# // negative offset times will just zero fill if ( sampleOffset44k < 0 ) { len = -sampleOffset44k; if ( len > sampleCount44k ) { len = sampleCount44k; } memset( dest_p, 0, len * sizeof( dest_p[0] ) ); dest_p += len; sampleCount44k -= len; sampleOffset44k += len; } // grab part of the leadin sample idSoundSample *leadin = leadinSample; if ( !leadin || sampleOffset44k < 0 || sampleCount44k <= 0 ) { memset( dest_p, 0, sampleCount44k * sizeof( dest_p[0] ) ); return; } if ( sampleOffset44k < leadin->LengthIn44kHzSamples() ) { len = leadin->LengthIn44kHzSamples() - sampleOffset44k; if ( len > sampleCount44k ) { len = sampleCount44k; } // decode the sample decoder->Decode( leadin, sampleOffset44k, len, dest_p ); dest_p += len; sampleCount44k -= len; sampleOffset44k += len; } // if not looping, zero fill any remaining spots if ( !soundShader || !( parms.soundShaderFlags & SSF_LOOPING ) ) { memset( dest_p, 0, sampleCount44k * sizeof( dest_p[0] ) ); return; } // fill the remainder with looped samples idSoundSample *loop = soundShader->entries[0]; if ( !loop ) { memset( dest_p, 0, sampleCount44k * sizeof( dest_p[0] ) ); return; } sampleOffset44k -= leadin->LengthIn44kHzSamples(); while( sampleCount44k > 0 ) { int totalLen = loop->LengthIn44kHzSamples(); sampleOffset44k %= totalLen; len = totalLen - sampleOffset44k; if ( len > sampleCount44k ) { len = sampleCount44k; } // decode the sample decoder->Decode( loop, sampleOffset44k, len, dest_p ); dest_p += len; sampleCount44k -= len; sampleOffset44k += len; } } //===================================================================================== /* =============== idSoundEmitterLocal::idSoundEmitterLocal =============== */ idSoundEmitterLocal::idSoundEmitterLocal( void ) { soundWorld = NULL; Clear(); } /* =============== idSoundEmitterLocal::~idSoundEmitterLocal =============== */ idSoundEmitterLocal::~idSoundEmitterLocal( void ) { Clear(); } /* =============== idSoundEmitterLocal::Clear =============== */ void idSoundEmitterLocal::Clear( void ) { int i; for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) { channels[i].ALStop(); channels[i].Clear(); } removeStatus = REMOVE_STATUS_SAMPLEFINISHED; distance = 0.0f; lastValidPortalArea = -1; playing = false; hasShakes = false; ampTime = 0; // last time someone queried amplitude = 0; maxDistance = 10.0f; // meters spatializedOrigin.Zero(); memset( &parms, 0, sizeof( parms ) ); } /* ================== idSoundEmitterLocal::OverrideParms ================== */ void idSoundEmitterLocal::OverrideParms( const soundShaderParms_t *base, const soundShaderParms_t *over, soundShaderParms_t *out ) { if ( !over ) { *out = *base; return; } if ( over->minDistance ) { out->minDistance = over->minDistance; } else { out->minDistance = base->minDistance; } if ( over->maxDistance ) { out->maxDistance = over->maxDistance; } else { out->maxDistance = base->maxDistance; } if ( over->shakes ) { out->shakes = over->shakes; } else { out->shakes = base->shakes; } if ( over->volume ) { out->volume = over->volume; } else { out->volume = base->volume; } if ( over->soundClass ) { out->soundClass = over->soundClass; } else { out->soundClass = base->soundClass; } out->soundShaderFlags = base->soundShaderFlags | over->soundShaderFlags; } /* ================== idSoundEmitterLocal::CheckForCompletion Checks to see if all the channels have completed, clearing the playing flag if necessary. Sets the playing and shakes bools. ================== */ void idSoundEmitterLocal::CheckForCompletion( int current44kHzTime ) { bool hasActive; int i; hasActive = false; hasShakes = false; if ( playing ) { for ( i = 0; i < SOUND_MAX_CHANNELS; i++ ) { idSoundChannel *chan = &channels[i]; if ( !chan->triggerState ) { continue; } const idSoundShader *shader = chan->soundShader; if ( !shader ) { continue; } // see if this channel has completed if ( !( chan->parms.soundShaderFlags & SSF_LOOPING ) ) { ALint state = AL_PLAYING; if ( alIsSource( chan->openalSource ) ) { alGetSourcei( chan->openalSource, AL_SOURCE_STATE, &state ); } idSlowChannel slow = GetSlowChannel( chan ); if ( soundWorld->slowmoActive && slow.IsActive() ) { if ( slow.GetCurrentPosition().time >= chan->leadinSample->LengthIn44kHzSamples() / 2 ) { chan->Stop(); // if this was an onDemand sound, purge the sample now if ( chan->leadinSample->onDemand ) { chan->leadinSample->PurgeSoundSample(); } } } else if ( ( chan->trigger44kHzTime + chan->leadinSample->LengthIn44kHzSamples() < current44kHzTime ) || ( chan->stopped ) ) { chan->Stop(); // free hardware resources chan->ALStop(); // if this was an onDemand sound, purge the sample now if ( chan->leadinSample->onDemand ) { chan->leadinSample->PurgeSoundSample(); } } } // free decoder memory if no sound was decoded for a while if ( chan->decoder != NULL && chan->decoder->GetLastDecodeTime() < current44kHzTime - SOUND_DECODER_FREE_DELAY ) { chan->decoder->ClearDecoder(); } hasActive = true; if ( chan->parms.shakes > 0.0f ) { hasShakes = true; } } } // mark the entire sound emitter as non-playing if there aren't any active channels if ( !hasActive ) { playing = false; if ( removeStatus == REMOVE_STATUS_WAITSAMPLEFINISHED ) { // this can now be reused by the next request for a new soundEmitter removeStatus = REMOVE_STATUS_SAMPLEFINISHED; } } } /* =================== idSoundEmitterLocal::Spatialize Called once each sound frame by the main thread from idSoundWorldLocal::PlaceOrigin =================== */ void idSoundEmitterLocal::Spatialize( idVec3 listenerPos, int listenerArea, idRenderWorld *rw ) { int i; // // work out the maximum distance of all the playing channels // maxDistance = 0; for ( i = 0; i < SOUND_MAX_CHANNELS; i++ ) { idSoundChannel *chan = &channels[i]; if ( !chan->triggerState ) { continue; } if ( chan->parms.maxDistance > maxDistance ) { maxDistance = chan->parms.maxDistance; } } // // work out where the sound comes from // idVec3 realOrigin = origin * DOOM_TO_METERS; idVec3 len = listenerPos - realOrigin; realDistance = len.LengthFast(); if ( realDistance >= maxDistance ) { // no way to possibly hear it distance = realDistance; return; } // // work out virtual origin and distance, which may be from a portal instead of the actual origin // distance = maxDistance * METERS_TO_DOOM; if ( listenerArea == -1 ) { // listener is outside the world return; } if ( rw ) { // we have a valid renderWorld int soundInArea = rw->PointInArea( origin ); if ( soundInArea == -1 ) { if ( lastValidPortalArea == -1 ) { // sound is outside the world distance = realDistance; spatializedOrigin = origin; // sound is in our area return; } soundInArea = lastValidPortalArea; } lastValidPortalArea = soundInArea; if ( soundInArea == listenerArea ) { distance = realDistance; spatializedOrigin = origin; // sound is in our area return; } soundWorld->ResolveOrigin( 0, NULL, soundInArea, 0.0f, origin, this ); distance /= METERS_TO_DOOM; } else { // no portals available distance = realDistance; spatializedOrigin = origin; // sound is in our area } } /* =========================================================================================== PUBLIC FUNCTIONS =========================================================================================== */ /* ===================== idSoundEmitterLocal::UpdateEmitter ===================== */ void idSoundEmitterLocal::UpdateEmitter( const idVec3 &origin, int listenerId, const soundShaderParms_t *parms ) { if ( !parms ) { common->Error( "idSoundEmitterLocal::UpdateEmitter: NULL parms" ); } if ( soundWorld && soundWorld->writeDemo ) { soundWorld->writeDemo->WriteInt( DS_SOUND ); soundWorld->writeDemo->WriteInt( SCMD_UPDATE ); soundWorld->writeDemo->WriteInt( index ); soundWorld->writeDemo->WriteVec3( origin ); soundWorld->writeDemo->WriteInt( listenerId ); soundWorld->writeDemo->WriteFloat( parms->minDistance ); soundWorld->writeDemo->WriteFloat( parms->maxDistance ); soundWorld->writeDemo->WriteFloat( parms->volume ); soundWorld->writeDemo->WriteFloat( parms->shakes ); soundWorld->writeDemo->WriteInt( parms->soundShaderFlags ); soundWorld->writeDemo->WriteInt( parms->soundClass ); } this->origin = origin; this->listenerId = listenerId; this->parms = *parms; // FIXME: change values on all channels? } /* ===================== idSoundEmitterLocal::Free They are never truly freed, just marked so they can be reused by the soundWorld ===================== */ void idSoundEmitterLocal::Free( bool immediate ) { if ( removeStatus != REMOVE_STATUS_ALIVE ) { return; } if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) { common->Printf( "FreeSound (%i,%i)\n", index, (int)immediate ); } if ( soundWorld && soundWorld->writeDemo ) { soundWorld->writeDemo->WriteInt( DS_SOUND ); soundWorld->writeDemo->WriteInt( SCMD_FREE ); soundWorld->writeDemo->WriteInt( index ); soundWorld->writeDemo->WriteInt( immediate ); } if ( !immediate ) { removeStatus = REMOVE_STATUS_WAITSAMPLEFINISHED; } else { Clear(); } } /* ===================== idSoundEmitterLocal::StartSound returns the length of the started sound in msec ===================== */ int idSoundEmitterLocal::StartSound( const idSoundShader *shader, const s_channelType channel, float diversity, int soundShaderFlags, bool allowSlow ) { int i; if ( !shader ) { return 0; } if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) { common->Printf( "StartSound %ims (%i,%i,%s) = ", soundWorld->gameMsec, index, (int)channel, shader->GetName() ); } if ( soundWorld && soundWorld->writeDemo ) { soundWorld->writeDemo->WriteInt( DS_SOUND ); soundWorld->writeDemo->WriteInt( SCMD_START ); soundWorld->writeDemo->WriteInt( index ); soundWorld->writeDemo->WriteHashString( shader->GetName() ); soundWorld->writeDemo->WriteInt( channel ); soundWorld->writeDemo->WriteFloat( diversity ); soundWorld->writeDemo->WriteInt( soundShaderFlags ); } // build the channel parameters by taking the shader parms and optionally overriding soundShaderParms_t chanParms; chanParms = shader->parms; OverrideParms( &chanParms, &this->parms, &chanParms ); chanParms.soundShaderFlags |= soundShaderFlags; if ( chanParms.shakes > 0.0f ) { shader->CheckShakesAndOgg(); } // this is the sample time it will be first mixed int start44kHz; if ( soundWorld->fpa[0] ) { // if we are recording an AVI demo, don't use hardware time start44kHz = soundWorld->lastAVI44kHz + MIXBUFFER_SAMPLES; } else { start44kHz = soundSystemLocal.GetCurrent44kHzTime() + MIXBUFFER_SAMPLES; } // // pick which sound to play from the shader // if ( !shader->numEntries ) { if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) { common->Printf( "no samples in sound shader\n" ); } return 0; // no sounds } int choice; // pick a sound from the list based on the passed diversity choice = (int)(diversity * shader->numEntries); if ( choice < 0 || choice >= shader->numEntries ) { choice = 0; } // bump the choice if the exact sound was just played and we are NO_DUPS if ( chanParms.soundShaderFlags & SSF_NO_DUPS ) { idSoundSample *sample; if ( shader->leadins[ choice ] ) { sample = shader->leadins[ choice ]; } else { sample = shader->entries[ choice ]; } for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) { idSoundChannel *chan = &channels[i]; if ( chan->leadinSample == sample ) { choice = ( choice + 1 ) % shader->numEntries; break; } } } // PLAY_ONCE sounds will never be restarted while they are running if ( chanParms.soundShaderFlags & SSF_PLAY_ONCE ) { for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) { idSoundChannel *chan = &channels[i]; if ( chan->triggerState && chan->soundShader == shader ) { if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) { common->Printf( "PLAY_ONCE not restarting\n" ); } return 0; } } } // never play the same sound twice with the same starting time, even // if they are on different channels for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) { idSoundChannel *chan = &channels[i]; if ( chan->triggerState && chan->soundShader == shader && chan->trigger44kHzTime == start44kHz ) { if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) { common->Printf( "already started this frame\n" ); } return 0; } } Sys_EnterCriticalSection(); // kill any sound that is currently playing on this channel if ( channel != SCHANNEL_ANY ) { for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) { idSoundChannel *chan = &channels[i]; if ( chan->triggerState && chan->soundShader && chan->triggerChannel == channel ) { if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) { common->Printf( "(override %s)", chan->soundShader->base->GetName() ); } chan->Stop(); // if this was an onDemand sound, purge the sample now if ( chan->leadinSample->onDemand ) { chan->ALStop(); chan->leadinSample->PurgeSoundSample(); } break; } } } // find a free channel to play the sound on idSoundChannel *chan; for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) { chan = &channels[i]; if ( !chan->triggerState ) { break; } } if ( i == SOUND_MAX_CHANNELS ) { // we couldn't find a channel for it Sys_LeaveCriticalSection(); if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) { common->Printf( "no channels available\n" ); } return 0; } chan = &channels[i]; if ( shader->leadins[ choice ] ) { chan->leadinSample = shader->leadins[ choice ]; } else { chan->leadinSample = shader->entries[ choice ]; } // if the sample is onDemand (voice mails, etc), load it now if ( chan->leadinSample->purged ) { int start = Sys_Milliseconds(); chan->leadinSample->Load(); int end = Sys_Milliseconds(); session->TimeHitch( end - start ); // recalculate start44kHz, because loading may have taken a fair amount of time if ( !soundWorld->fpa[0] ) { start44kHz = soundSystemLocal.GetCurrent44kHzTime() + MIXBUFFER_SAMPLES; } } if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) { common->Printf( "'%s'\n", chan->leadinSample->name.c_str() ); } if ( idSoundSystemLocal::s_skipHelltimeFX.GetBool() ) { chan->disallowSlow = true; } else { chan->disallowSlow = !allowSlow; } ResetSlowChannel( chan ); // the sound will start mixing in the next async mix block chan->triggered = true; chan->openalStreamingOffset = 0; chan->trigger44kHzTime = start44kHz; chan->parms = chanParms; chan->triggerGame44kHzTime = soundWorld->game44kHz; chan->soundShader = shader; chan->triggerChannel = channel; chan->stopped = false; chan->Start(); // we need to start updating the def and mixing it in playing = true; // spatialize it immediately, so it will start the next mix block // even if that happens before the next PlaceOrigin() Spatialize( soundWorld->listenerPos, soundWorld->listenerArea, soundWorld->rw ); // return length of sound in milliseconds int length = chan->leadinSample->LengthIn44kHzSamples(); if ( chan->leadinSample->objectInfo.nChannels == 2 ) { length /= 2; // stereo samples } // adjust the start time based on diversity for looping sounds, so they don't all start // at the same point if ( chan->parms.soundShaderFlags & SSF_LOOPING && !chan->leadinSample->LengthIn44kHzSamples() ) { chan->trigger44kHzTime -= diversity * length; chan->trigger44kHzTime &= ~7; // so we don't have to worry about the 22kHz and 11kHz expansions // starting in fractional samples chan->triggerGame44kHzTime -= diversity * length; chan->triggerGame44kHzTime &= ~7; } length *= 1000 / (float)PRIMARYFREQ; Sys_LeaveCriticalSection(); return length; } /* =================== idSoundEmitterLocal::ModifySound =================== */ void idSoundEmitterLocal::ModifySound( const s_channelType channel, const soundShaderParms_t *parms ) { if ( !parms ) { common->Error( "idSoundEmitterLocal::ModifySound: NULL parms" ); } if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) { common->Printf( "ModifySound(%i,%i)\n", index, channel ); } if ( soundWorld && soundWorld->writeDemo ) { soundWorld->writeDemo->WriteInt( DS_SOUND ); soundWorld->writeDemo->WriteInt( SCMD_MODIFY ); soundWorld->writeDemo->WriteInt( index ); soundWorld->writeDemo->WriteInt( channel ); soundWorld->writeDemo->WriteFloat( parms->minDistance ); soundWorld->writeDemo->WriteFloat( parms->maxDistance ); soundWorld->writeDemo->WriteFloat( parms->volume ); soundWorld->writeDemo->WriteFloat( parms->shakes ); soundWorld->writeDemo->WriteInt( parms->soundShaderFlags ); soundWorld->writeDemo->WriteInt( parms->soundClass ); } for ( int i = 0; i < SOUND_MAX_CHANNELS; i++ ) { idSoundChannel *chan = &channels[i]; if ( !chan->triggerState ) { continue; } if ( channel != SCHANNEL_ANY && chan->triggerChannel != channel ) { continue; } OverrideParms( &chan->parms, parms, &chan->parms ); if ( chan->parms.shakes > 0.0f && chan->soundShader != NULL ) { chan->soundShader->CheckShakesAndOgg(); } } } /* =================== idSoundEmitterLocal::StopSound can pass SCHANNEL_ANY =================== */ void idSoundEmitterLocal::StopSound( const s_channelType channel ) { int i; if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) { common->Printf( "StopSound(%i,%i)\n", index, channel ); } if ( soundWorld && soundWorld->writeDemo ) { soundWorld->writeDemo->WriteInt( DS_SOUND ); soundWorld->writeDemo->WriteInt( SCMD_STOP ); soundWorld->writeDemo->WriteInt( index ); soundWorld->writeDemo->WriteInt( channel ); } Sys_EnterCriticalSection(); for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) { idSoundChannel *chan = &channels[i]; if ( !chan->triggerState ) { continue; } if ( channel != SCHANNEL_ANY && chan->triggerChannel != channel ) { continue; } // stop it chan->Stop(); // free hardware resources chan->ALStop(); // if this was an onDemand sound, purge the sample now if ( chan->leadinSample->onDemand ) { chan->leadinSample->PurgeSoundSample(); } chan->leadinSample = NULL; chan->soundShader = NULL; } Sys_LeaveCriticalSection(); } /* =================== idSoundEmitterLocal::FadeSound to is in Db (sigh), over is in seconds =================== */ void idSoundEmitterLocal::FadeSound( const s_channelType channel, float to, float over ) { if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) { common->Printf( "FadeSound(%i,%i,%f,%f )\n", index, channel, to, over ); } if ( !soundWorld ) { return; } if ( soundWorld->writeDemo ) { soundWorld->writeDemo->WriteInt( DS_SOUND ); soundWorld->writeDemo->WriteInt( SCMD_FADE ); soundWorld->writeDemo->WriteInt( index ); soundWorld->writeDemo->WriteInt( channel ); soundWorld->writeDemo->WriteFloat( to ); soundWorld->writeDemo->WriteFloat( over ); } int start44kHz; if ( soundWorld->fpa[0] ) { // if we are recording an AVI demo, don't use hardware time start44kHz = soundWorld->lastAVI44kHz + MIXBUFFER_SAMPLES; } else { start44kHz = soundSystemLocal.GetCurrent44kHzTime() + MIXBUFFER_SAMPLES; } int length44kHz = soundSystemLocal.MillisecondsToSamples( over * 1000 ); for( int i = 0; i < SOUND_MAX_CHANNELS ; i++ ) { idSoundChannel *chan = &channels[i]; if ( !chan->triggerState ) { continue; } if ( channel != SCHANNEL_ANY && chan->triggerChannel != channel ) { continue; } // if it is already fading to this volume at this rate, don't change it if ( chan->channelFade.fadeEndVolume == to && chan->channelFade.fadeEnd44kHz - chan->channelFade.fadeStart44kHz == length44kHz ) { continue; } // fade it chan->channelFade.fadeStartVolume = chan->channelFade.FadeDbAt44kHz( start44kHz ); chan->channelFade.fadeStart44kHz = start44kHz; chan->channelFade.fadeEnd44kHz = start44kHz + length44kHz; chan->channelFade.fadeEndVolume = to; } } /* =================== idSoundEmitterLocal::CurrentlyPlaying =================== */ bool idSoundEmitterLocal::CurrentlyPlaying( void ) const { return playing; } /* =================== idSoundEmitterLocal::Index =================== */ int idSoundEmitterLocal::Index( void ) const { return index; } /* =================== idSoundEmitterLocal::CurrentAmplitude this is called from the main thread by the material shader system to allow lights and surface flares to vary with the sound amplitude =================== */ float idSoundEmitterLocal::CurrentAmplitude( void ) { if ( idSoundSystemLocal::s_constantAmplitude.GetFloat() >= 0.0f ) { return idSoundSystemLocal::s_constantAmplitude.GetFloat(); } if ( removeStatus > REMOVE_STATUS_WAITSAMPLEFINISHED ) { return 0.0; } int localTime = soundSystemLocal.GetCurrent44kHzTime(); // see if we can use our cached value if ( ampTime == localTime ) { return amplitude; } // calculate a new value ampTime = localTime; amplitude = soundWorld->FindAmplitude( this, localTime, NULL, SCHANNEL_ANY, false ); return amplitude; } /* =================== idSoundEmitterLocal::GetSlowChannel =================== */ idSlowChannel idSoundEmitterLocal::GetSlowChannel( const idSoundChannel *chan ) { return slowChannels[chan - channels]; } /* =================== idSoundEmitterLocal::SetSlowChannel =================== */ void idSoundEmitterLocal::SetSlowChannel( const idSoundChannel *chan, idSlowChannel slow ) { slowChannels[chan - channels] = slow; } /* =================== idSoundEmitterLocal::ResetSlowChannel =================== */ void idSoundEmitterLocal::ResetSlowChannel( const idSoundChannel *chan ) { int index = chan - channels; slowChannels[index].Reset(); } /* =================== idSlowChannel::Reset =================== */ void idSlowChannel::Reset() { memset( this, 0, sizeof( *this ) ); this->chan = chan; curPosition.Set( 0 ); newPosition.Set( 0 ); curSampleOffset = -10000; newSampleOffset = -10000; triggerOffset = 0; } /* =================== idSlowChannel::AttachSoundChannel =================== */ void idSlowChannel::AttachSoundChannel( const idSoundChannel *chan ) { this->chan = chan; } /* =================== idSlowChannel::GetSlowmoSpeed =================== */ float idSlowChannel::GetSlowmoSpeed() { idSoundWorldLocal *sw = static_cast( soundSystemLocal.GetPlayingSoundWorld() ); if ( sw ) { return sw->slowmoSpeed; } else { return 0; } } /* =================== idSlowChannel::GenerateSlowChannel =================== */ void idSlowChannel::GenerateSlowChannel( FracTime& playPos, int sampleCount44k, float* finalBuffer ) { idSoundWorldLocal *sw = static_cast( soundSystemLocal.GetPlayingSoundWorld() ); float in[MIXBUFFER_SAMPLES+3], out[MIXBUFFER_SAMPLES+3], *src, *spline, slowmoSpeed; int i, neededSamples, zeroedPos, count = 0; src = in + 2; spline = out + 2; if ( sw ) { slowmoSpeed = sw->slowmoSpeed; } else { slowmoSpeed = 1; } neededSamples = sampleCount44k * slowmoSpeed + 4; // get the channel's samples chan->GatherChannelSamples( playPos.time * 2, neededSamples, src ); for ( i = 0; i < neededSamples >> 1; i++ ) { spline[i] = src[i*2]; } // interpolate channel zeroedPos = playPos.time; playPos.time = 0; for ( i = 0; i < sampleCount44k >> 1; i++, count += 2 ) { float val; val = spline[playPos.time]; src[i] = val; playPos.Increment( slowmoSpeed ); } // lowpass filter float *in_p = in + 2, *out_p = out + 2; int numSamples = sampleCount44k >> 1; lowpass.GetContinuitySamples( in_p[-1], in_p[-2], out_p[-1], out_p[-2] ); lowpass.SetParms( slowmoSpeed * 15000, 1.2f ); for ( int i = 0, count = 0; i < numSamples; i++, count += 2 ) { lowpass.ProcessSample( in_p + i, out_p + i ); finalBuffer[count] = finalBuffer[count+1] = out[i]; } lowpass.SetContinuitySamples( in_p[numSamples-2], in_p[numSamples-3], out_p[numSamples-2], out_p[numSamples-3] ); playPos.time += zeroedPos; } /* =================== idSlowChannel::GatherChannelSamples =================== */ void idSlowChannel::GatherChannelSamples( int sampleOffset44k, int sampleCount44k, float *dest ) { int state = 0; // setup chan active = true; newSampleOffset = sampleOffset44k >> 1; // set state if ( newSampleOffset < curSampleOffset ) { state = PLAYBACK_RESET; } else if ( newSampleOffset > curSampleOffset ) { state = PLAYBACK_ADVANCING; } if ( state == PLAYBACK_RESET ) { curPosition.Set( newSampleOffset ); } // set current vars curSampleOffset = newSampleOffset; newPosition = curPosition; // do the slow processing GenerateSlowChannel( newPosition, sampleCount44k, dest ); // finish off if ( state == PLAYBACK_ADVANCING ) curPosition = newPosition; }