mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-23 04:51:56 +00:00
4567f26539
Commit 3c01757d27
introduced scaling down all sounds to prevent too
many loud-ish sounds from making OpenAL scale the overall volume down.
The problem is that before this change, many sounds had a volume > 1.0,
but vastly different: e.g. player_machinegun_fire was 5.039685 (14dB)
and player_chaingun_fire was 1.414214 (3dB).
But in the end, all volumes were clamped to 1.0 before setting AL_GAIN
(because AL_GAIN only supports values between 0 and 1 by default), so
the machinegun and chaingun had the same volume after all.
When scaling those down to 1/3 of the original volume, some sounds that
used to have a volume of >= 1.0 (=> AL_GAIN set to 1.0) had a volume
lower than 1.0, so they suddenly the chaingun sounded quiter than
the machinegun. While theoretically this is more correct than before
(after all, the sound shader of player_chaingun_fire set a much lower
volume than that of player_machinegun_fire), it doesn't sound like it
used to (even with the old software sound backend!).
Clamping to 1.0 *before* scaling to 1/3 should restore the old behavior
(of all sounds with volume > 1.0 before clamping using the same AL_GAIN)
while still avoiding the issue of having OpenAL (Soft) scale down the
overall volume when shooting a metal wall with the shotgun.
Unsurprisingly the same problem (inconsistent weapon volumes due to
incorrect sound shaders setting the volume way to high and thus relying
on being clamped to 1.0) that occurred with my volume *= 0.333 hack
also happens when reducing the global volume.
So apply that global volume scale *after* clamping to 1.0
see https://github.com/bibendovsky/eaxefx/pull/28#issuecomment-1367436162
2270 lines
64 KiB
C++
2270 lines
64 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "framework/FileSystem.h"
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#include "framework/Session.h"
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#include "renderer/RenderWorld.h"
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#include "sound/snd_local.h"
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/*
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==================
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idSoundWorldLocal::Init
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==================
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*/
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void idSoundWorldLocal::Init( idRenderWorld *renderWorld ) {
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rw = renderWorld;
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writeDemo = NULL;
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listenerAxis.Identity();
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listenerPos.Zero();
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listenerPrivateId = 0;
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listenerQU.Zero();
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listenerArea = 0;
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listenerAreaName = "Undefined";
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if (idSoundSystemLocal::useEFXReverb) {
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if (!soundSystemLocal.alIsAuxiliaryEffectSlot(listenerSlot)) {
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alGetError();
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soundSystemLocal.alGenAuxiliaryEffectSlots(1, &listenerSlot);
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ALuint e = alGetError();
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if (e != AL_NO_ERROR) {
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common->Warning("idSoundWorldLocal::Init: alGenAuxiliaryEffectSlots failed: 0x%x", e);
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listenerSlot = AL_EFFECTSLOT_NULL;
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}
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}
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if (!listenerAreFiltersInitialized) {
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listenerAreFiltersInitialized = true;
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alGetError();
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soundSystemLocal.alGenFilters(2, listenerFilters);
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ALuint e = alGetError();
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if (e != AL_NO_ERROR) {
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common->Warning("idSoundWorldLocal::Init: alGenFilters failed: 0x%x", e);
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listenerFilters[0] = AL_FILTER_NULL;
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listenerFilters[1] = AL_FILTER_NULL;
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} else {
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soundSystemLocal.alFilteri(listenerFilters[0], AL_FILTER_TYPE, AL_FILTER_LOWPASS);
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// original EAX occusion value was -1150
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// default OCCLUSIONLFRATIO is 0.25
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// default OCCLUSIONDIRECTRATIO is 1.0
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// pow(10.0, (-1150*0.25*1.0)/2000.0)
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soundSystemLocal.alFilterf(listenerFilters[0], AL_LOWPASS_GAIN, 0.718208f);
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// pow(10.0, (-1150*1.0)/2000.0)
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soundSystemLocal.alFilterf(listenerFilters[0], AL_LOWPASS_GAINHF, 0.266073f);
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soundSystemLocal.alFilteri(listenerFilters[1], AL_FILTER_TYPE, AL_FILTER_LOWPASS);
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// original EAX occusion value was -1150
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// default OCCLUSIONLFRATIO is 0.25
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// default OCCLUSIONROOMRATIO is 1.5
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// pow(10.0, (-1150*(0.25+1.5-1.0))/2000.0)
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soundSystemLocal.alFilterf(listenerFilters[1], AL_LOWPASS_GAIN, 0.370467f);
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// pow(10.0, (-1150*1.5)/2000.0)
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soundSystemLocal.alFilterf(listenerFilters[1], AL_LOWPASS_GAINHF, 0.137246f);
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}
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// allow reducing the gain effect globally via s_alReverbGain CVar
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listenerSlotReverbGain = soundSystemLocal.s_alReverbGain.GetFloat();
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soundSystemLocal.alAuxiliaryEffectSlotf(listenerSlot, AL_EFFECTSLOT_GAIN, listenerSlotReverbGain);
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}
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}
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gameMsec = 0;
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game44kHz = 0;
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pause44kHz = -1;
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lastAVI44kHz = 0;
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for ( int i = 0 ; i < SOUND_MAX_CLASSES ; i++ ) {
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soundClassFade[i].Clear();
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}
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// fill in the 0 index spot
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idSoundEmitterLocal *placeHolder = new idSoundEmitterLocal;
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emitters.Append( placeHolder );
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fpa[0] = fpa[1] = fpa[2] = fpa[3] = fpa[4] = fpa[5] = NULL;
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aviDemoPath = "";
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aviDemoName = "";
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localSound = NULL;
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slowmoActive = false;
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slowmoSpeed = 0;
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enviroSuitActive = false;
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}
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/*
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===============
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idSoundWorldLocal::idSoundWorldLocal
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===============
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*/
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idSoundWorldLocal::idSoundWorldLocal() {
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listenerEffect = 0;
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listenerSlot = 0;
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listenerAreFiltersInitialized = false;
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listenerSlotReverbGain = 1.0f;
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}
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/*
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===============
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idSoundWorldLocal::~idSoundWorldLocal
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===============
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*/
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idSoundWorldLocal::~idSoundWorldLocal() {
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Shutdown();
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}
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/*
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===============
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idSoundWorldLocal::Shutdown
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this is called from the main thread
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===============
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*/
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void idSoundWorldLocal::Shutdown() {
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int i;
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if ( soundSystemLocal.currentSoundWorld == this ) {
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soundSystemLocal.currentSoundWorld = NULL;
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}
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AVIClose();
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// delete emitters before deletign the listenerSlot, so their sources aren't
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// associated with the listenerSlot anymore
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for ( i = 0; i < emitters.Num(); i++ ) {
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if ( emitters[i] ) {
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delete emitters[i];
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emitters[i] = NULL;
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}
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}
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if (idSoundSystemLocal::useEFXReverb) {
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if (soundSystemLocal.alIsAuxiliaryEffectSlot(listenerSlot)) {
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soundSystemLocal.alAuxiliaryEffectSloti(listenerSlot, AL_EFFECTSLOT_EFFECT, AL_EFFECTSLOT_NULL);
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soundSystemLocal.alDeleteAuxiliaryEffectSlots(1, &listenerSlot);
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listenerSlot = AL_EFFECTSLOT_NULL;
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}
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if (listenerAreFiltersInitialized) {
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listenerAreFiltersInitialized = false;
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if (listenerFilters[0] != AL_FILTER_NULL && listenerFilters[1] != AL_FILTER_NULL) {
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soundSystemLocal.alDeleteFilters(2, listenerFilters);
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listenerFilters[0] = AL_FILTER_NULL;
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listenerFilters[1] = AL_FILTER_NULL;
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}
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}
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listenerSlotReverbGain = 1.0f;
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}
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localSound = NULL;
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}
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/*
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===================
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idSoundWorldLocal::ClearAllSoundEmitters
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===================
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*/
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void idSoundWorldLocal::ClearAllSoundEmitters() {
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int i;
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Sys_EnterCriticalSection();
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AVIClose();
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for ( i = 0; i < emitters.Num(); i++ ) {
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idSoundEmitterLocal *sound = emitters[i];
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sound->Clear();
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}
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localSound = NULL;
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Sys_LeaveCriticalSection();
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}
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/*
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===================
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idSoundWorldLocal::AllocLocalSoundEmitter
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===================
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*/
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idSoundEmitterLocal *idSoundWorldLocal::AllocLocalSoundEmitter() {
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int i, index;
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idSoundEmitterLocal *def = NULL;
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index = -1;
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// never use the 0 index spot
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for ( i = 1 ; i < emitters.Num() ; i++ ) {
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def = emitters[i];
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// check for a completed and freed spot
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if ( def->removeStatus >= REMOVE_STATUS_SAMPLEFINISHED ) {
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index = i;
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if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
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common->Printf( "sound: recycling sound def %d\n", i );
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}
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break;
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}
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}
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if ( index == -1 ) {
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// append a brand new one
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def = new idSoundEmitterLocal;
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// we need to protect this from the async thread
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Sys_EnterCriticalSection();
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index = emitters.Append( def );
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Sys_LeaveCriticalSection();
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if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
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common->Printf( "sound: appended new sound def %d\n", index );
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}
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}
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def->Clear();
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def->index = index;
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def->removeStatus = REMOVE_STATUS_ALIVE;
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def->soundWorld = this;
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return def;
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}
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/*
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===================
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idSoundWorldLocal::AllocSoundEmitter
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this is called from the main thread
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===================
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*/
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idSoundEmitter *idSoundWorldLocal::AllocSoundEmitter() {
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idSoundEmitterLocal *emitter = AllocLocalSoundEmitter();
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if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
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common->Printf( "AllocSoundEmitter = %i\n", emitter->index );
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}
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if ( writeDemo ) {
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writeDemo->WriteInt( DS_SOUND );
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writeDemo->WriteInt( SCMD_ALLOC_EMITTER );
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writeDemo->WriteInt( emitter->index );
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}
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return emitter;
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}
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/*
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===================
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idSoundWorldLocal::StartWritingDemo
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this is called from the main thread
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===================
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*/
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void idSoundWorldLocal::StartWritingDemo( idDemoFile *demo ) {
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writeDemo = demo;
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writeDemo->WriteInt( DS_SOUND );
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writeDemo->WriteInt( SCMD_STATE );
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// use the normal save game code to archive all the emitters
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WriteToSaveGame( writeDemo );
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}
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/*
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===================
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idSoundWorldLocal::StopWritingDemo
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this is called from the main thread
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===================
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*/
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void idSoundWorldLocal::StopWritingDemo() {
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writeDemo = NULL;
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}
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/*
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===================
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idSoundWorldLocal::ProcessDemoCommand
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this is called from the main thread
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===================
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*/
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void idSoundWorldLocal::ProcessDemoCommand( idDemoFile *readDemo ) {
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int index;
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idSoundEmitterLocal *def;
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if ( !readDemo ) {
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return;
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}
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int dc;
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if ( !readDemo->ReadInt( dc ) ) {
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return;
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}
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switch( (soundDemoCommand_t)dc ) {
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case SCMD_STATE:
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// we need to protect this from the async thread
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// other instances of calling idSoundWorldLocal::ReadFromSaveGame do this while the sound code is muted
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// setting muted and going right in may not be good enough here, as we async thread may already be in an async tick (in which case we could still race to it)
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Sys_EnterCriticalSection();
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ReadFromSaveGame( readDemo );
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Sys_LeaveCriticalSection();
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UnPause();
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break;
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case SCMD_PLACE_LISTENER:
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{
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idVec3 origin;
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idMat3 axis;
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int listenerId;
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int gameTime;
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readDemo->ReadVec3( origin );
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readDemo->ReadMat3( axis );
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readDemo->ReadInt( listenerId );
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readDemo->ReadInt( gameTime );
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PlaceListener( origin, axis, listenerId, gameTime, "" );
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};
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break;
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case SCMD_ALLOC_EMITTER:
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readDemo->ReadInt( index );
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if ( index < 1 || index > emitters.Num() ) {
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common->Error( "idSoundWorldLocal::ProcessDemoCommand: bad emitter number" );
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}
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if ( index == emitters.Num() ) {
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// append a brand new one
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def = new idSoundEmitterLocal;
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emitters.Append( def );
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}
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def = emitters[ index ];
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def->Clear();
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def->index = index;
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def->removeStatus = REMOVE_STATUS_ALIVE;
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def->soundWorld = this;
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break;
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case SCMD_FREE:
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{
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int immediate;
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readDemo->ReadInt( index );
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readDemo->ReadInt( immediate );
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EmitterForIndex( index )->Free( immediate != 0 );
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}
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break;
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case SCMD_UPDATE:
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{
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idVec3 origin;
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int listenerId;
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soundShaderParms_t parms;
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readDemo->ReadInt( index );
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readDemo->ReadVec3( origin );
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readDemo->ReadInt( listenerId );
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readDemo->ReadFloat( parms.minDistance );
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readDemo->ReadFloat( parms.maxDistance );
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readDemo->ReadFloat( parms.volume );
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readDemo->ReadFloat( parms.shakes );
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readDemo->ReadInt( parms.soundShaderFlags );
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readDemo->ReadInt( parms.soundClass );
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EmitterForIndex( index )->UpdateEmitter( origin, listenerId, &parms );
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}
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break;
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case SCMD_START:
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{
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const idSoundShader *shader;
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int channel;
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float diversity;
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int shaderFlags;
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readDemo->ReadInt( index );
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shader = declManager->FindSound( readDemo->ReadHashString() );
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readDemo->ReadInt( channel );
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readDemo->ReadFloat( diversity );
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readDemo->ReadInt( shaderFlags );
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EmitterForIndex( index )->StartSound( shader, (s_channelType)channel, diversity, shaderFlags );
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}
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break;
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case SCMD_MODIFY:
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{
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int channel;
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soundShaderParms_t parms;
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readDemo->ReadInt( index );
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readDemo->ReadInt( channel );
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readDemo->ReadFloat( parms.minDistance );
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readDemo->ReadFloat( parms.maxDistance );
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readDemo->ReadFloat( parms.volume );
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readDemo->ReadFloat( parms.shakes );
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readDemo->ReadInt( parms.soundShaderFlags );
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readDemo->ReadInt( parms.soundClass );
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EmitterForIndex( index )->ModifySound( (s_channelType)channel, &parms );
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}
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break;
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case SCMD_STOP:
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{
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int channel;
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readDemo->ReadInt( index );
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readDemo->ReadInt( channel );
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EmitterForIndex( index )->StopSound( (s_channelType)channel );
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}
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break;
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case SCMD_FADE:
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{
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int channel;
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float to, over;
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readDemo->ReadInt( index );
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readDemo->ReadInt( channel );
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readDemo->ReadFloat( to );
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readDemo->ReadFloat( over );
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EmitterForIndex( index )->FadeSound((s_channelType)channel, to, over );
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}
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break;
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}
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}
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/*
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===================
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idSoundWorldLocal::CurrentShakeAmplitudeForPosition
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this is called from the main thread
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===================
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*/
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float idSoundWorldLocal::CurrentShakeAmplitudeForPosition( const int time, const idVec3 &listererPosition ) {
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float amp = 0.0f;
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int localTime;
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if ( idSoundSystemLocal::s_constantAmplitude.GetFloat() >= 0.0f ) {
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return 0.0f;
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}
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localTime = soundSystemLocal.GetCurrent44kHzTime();
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for ( int i = 1; i < emitters.Num(); i++ ) {
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idSoundEmitterLocal *sound = emitters[i];
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if ( !sound->hasShakes ) {
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continue;
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}
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amp += FindAmplitude( sound, localTime, &listererPosition, SCHANNEL_ANY, true );
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}
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return amp;
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}
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|
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/*
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===================
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idSoundWorldLocal::MixLoop
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Sum all sound contributions into finalMixBuffer, an unclamped float buffer holding
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all output channels. MIXBUFFER_SAMPLES samples will be created, with each sample consisting
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of 2 or 6 floats depending on numSpeakers.
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this is normally called from the sound thread, but also from the main thread
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for AVIdemo writing
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===================
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*/
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void idSoundWorldLocal::MixLoop( int current44kHz, int numSpeakers, float *finalMixBuffer ) {
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int i, j;
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idSoundEmitterLocal *sound;
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// if noclip flying outside the world, leave silence
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if ( listenerArea == -1 ) {
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alListenerf( AL_GAIN, 0.0f );
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return;
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}
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|
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// update the listener position and orientation
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ALfloat listenerPosition[3];
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listenerPosition[0] = -listenerPos.y;
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listenerPosition[1] = listenerPos.z;
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listenerPosition[2] = -listenerPos.x;
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ALfloat listenerOrientation[6];
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listenerOrientation[0] = -listenerAxis[0].y;
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listenerOrientation[1] = listenerAxis[0].z;
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listenerOrientation[2] = -listenerAxis[0].x;
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|
|
listenerOrientation[3] = -listenerAxis[2].y;
|
|
listenerOrientation[4] = listenerAxis[2].z;
|
|
listenerOrientation[5] = -listenerAxis[2].x;
|
|
|
|
alListenerf( AL_GAIN, 1.0f );
|
|
alListenerfv( AL_POSITION, listenerPosition );
|
|
alListenerfv( AL_ORIENTATION, listenerOrientation );
|
|
|
|
if (idSoundSystemLocal::useEFXReverb && soundSystemLocal.efxloaded) {
|
|
ALuint effect = 0;
|
|
idStr s(listenerArea);
|
|
|
|
// allow reducing the gain effect globally via s_alReverbGain CVar
|
|
float gain = soundSystemLocal.s_alReverbGain.GetFloat();
|
|
if (listenerSlotReverbGain != gain) {
|
|
listenerSlotReverbGain = gain;
|
|
soundSystemLocal.alAuxiliaryEffectSlotf(listenerSlot, AL_EFFECTSLOT_GAIN, gain);
|
|
}
|
|
|
|
bool found = soundSystemLocal.EFXDatabase.FindEffect(s, &effect);
|
|
if (!found) {
|
|
s = listenerAreaName;
|
|
found = soundSystemLocal.EFXDatabase.FindEffect(s, &effect);
|
|
}
|
|
if (!found) {
|
|
s = "default";
|
|
found = soundSystemLocal.EFXDatabase.FindEffect(s, &effect);
|
|
}
|
|
|
|
// only update if change in settings
|
|
if (found && listenerEffect != effect) {
|
|
EFXprintf("Switching to EFX '%s' (#%u)\n", s.c_str(), effect);
|
|
listenerEffect = effect;
|
|
soundSystemLocal.alAuxiliaryEffectSloti(listenerSlot, AL_EFFECTSLOT_EFFECT, effect);
|
|
}
|
|
}
|
|
|
|
// debugging option to mute all but a single soundEmitter
|
|
if ( idSoundSystemLocal::s_singleEmitter.GetInteger() > 0 && idSoundSystemLocal::s_singleEmitter.GetInteger() < emitters.Num() ) {
|
|
sound = emitters[idSoundSystemLocal::s_singleEmitter.GetInteger()];
|
|
|
|
if ( sound && sound->playing ) {
|
|
// run through all the channels
|
|
for ( j = 0; j < SOUND_MAX_CHANNELS ; j++ ) {
|
|
idSoundChannel *chan = &sound->channels[j];
|
|
|
|
// see if we have a sound triggered on this channel
|
|
if ( !chan->triggerState ) {
|
|
chan->ALStop();
|
|
continue;
|
|
}
|
|
|
|
AddChannelContribution( sound, chan, current44kHz, numSpeakers, finalMixBuffer );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
for ( i = 1; i < emitters.Num(); i++ ) {
|
|
sound = emitters[i];
|
|
|
|
if ( !sound ) {
|
|
continue;
|
|
}
|
|
// if no channels are active, do nothing
|
|
if ( !sound->playing ) {
|
|
continue;
|
|
}
|
|
// run through all the channels
|
|
for ( j = 0; j < SOUND_MAX_CHANNELS ; j++ ) {
|
|
idSoundChannel *chan = &sound->channels[j];
|
|
|
|
// see if we have a sound triggered on this channel
|
|
if ( !chan->triggerState ) {
|
|
chan->ALStop();
|
|
continue;
|
|
}
|
|
|
|
AddChannelContribution( sound, chan, current44kHz, numSpeakers, finalMixBuffer );
|
|
}
|
|
}
|
|
|
|
// TODO port to OpenAL
|
|
if ( false && enviroSuitActive ) {
|
|
soundSystemLocal.DoEnviroSuit( finalMixBuffer, MIXBUFFER_SAMPLES, numSpeakers );
|
|
}
|
|
}
|
|
|
|
//==============================================================================
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::AVIOpen
|
|
|
|
this is called by the main thread
|
|
===================
|
|
*/
|
|
void idSoundWorldLocal::AVIOpen( const char *path, const char *name ) {
|
|
aviDemoPath = path;
|
|
aviDemoName = name;
|
|
|
|
lastAVI44kHz = game44kHz - game44kHz % MIXBUFFER_SAMPLES;
|
|
|
|
if ( idSoundSystemLocal::s_numberOfSpeakers.GetInteger() == 6 ) {
|
|
fpa[0] = fileSystem->OpenFileWrite( aviDemoPath + "channel_51_left.raw" );
|
|
fpa[1] = fileSystem->OpenFileWrite( aviDemoPath + "channel_51_right.raw" );
|
|
fpa[2] = fileSystem->OpenFileWrite( aviDemoPath + "channel_51_center.raw" );
|
|
fpa[3] = fileSystem->OpenFileWrite( aviDemoPath + "channel_51_lfe.raw" );
|
|
fpa[4] = fileSystem->OpenFileWrite( aviDemoPath + "channel_51_backleft.raw" );
|
|
fpa[5] = fileSystem->OpenFileWrite( aviDemoPath + "channel_51_backright.raw" );
|
|
} else {
|
|
fpa[0] = fileSystem->OpenFileWrite( aviDemoPath + "channel_left.raw" );
|
|
fpa[1] = fileSystem->OpenFileWrite( aviDemoPath + "channel_right.raw" );
|
|
}
|
|
|
|
soundSystemLocal.SetMute( true );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::AVIUpdate
|
|
|
|
this is called by the main thread
|
|
writes one block of sound samples if enough time has passed
|
|
This can be used to write wave files even if no sound hardware exists
|
|
===================
|
|
*/
|
|
void idSoundWorldLocal::AVIUpdate() {
|
|
int numSpeakers;
|
|
|
|
if ( game44kHz - lastAVI44kHz < MIXBUFFER_SAMPLES ) {
|
|
return;
|
|
}
|
|
|
|
numSpeakers = idSoundSystemLocal::s_numberOfSpeakers.GetInteger();
|
|
|
|
float mix[MIXBUFFER_SAMPLES*6+16];
|
|
float *mix_p = (float *)((( intptr_t)mix + 15 ) & ~15); // SIMD align
|
|
|
|
SIMDProcessor->Memset( mix_p, 0, MIXBUFFER_SAMPLES*sizeof(float)*numSpeakers );
|
|
|
|
MixLoop( lastAVI44kHz, numSpeakers, mix_p );
|
|
|
|
for ( int i = 0; i < numSpeakers; i++ ) {
|
|
short outD[MIXBUFFER_SAMPLES];
|
|
|
|
for( int j = 0; j < MIXBUFFER_SAMPLES; j++ ) {
|
|
float s = mix_p[ j*numSpeakers + i];
|
|
if ( s < -32768.0f ) {
|
|
outD[j] = -32768;
|
|
} else if ( s > 32767.0f ) {
|
|
outD[j] = 32767;
|
|
} else {
|
|
outD[j] = idMath::FtoiFast( s );
|
|
}
|
|
}
|
|
// write to file
|
|
fpa[i]->Write( outD, MIXBUFFER_SAMPLES*sizeof(short) );
|
|
}
|
|
|
|
lastAVI44kHz += MIXBUFFER_SAMPLES;
|
|
|
|
return;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::AVIClose
|
|
===================
|
|
*/
|
|
void idSoundWorldLocal::AVIClose( void ) {
|
|
int i;
|
|
|
|
if ( !fpa[0] ) {
|
|
return;
|
|
}
|
|
|
|
// make sure the final block is written
|
|
game44kHz += MIXBUFFER_SAMPLES;
|
|
AVIUpdate();
|
|
game44kHz -= MIXBUFFER_SAMPLES;
|
|
|
|
for ( i = 0; i < 6; i++ ) {
|
|
if ( fpa[i] != NULL ) {
|
|
fileSystem->CloseFile( fpa[i] );
|
|
fpa[i] = NULL;
|
|
}
|
|
}
|
|
if ( idSoundSystemLocal::s_numberOfSpeakers.GetInteger() == 2 ) {
|
|
// convert it to a wave file
|
|
idFile *rL, *lL, *wO;
|
|
idStr name;
|
|
|
|
name = aviDemoPath + aviDemoName + ".wav";
|
|
wO = fileSystem->OpenFileWrite( name );
|
|
if ( !wO ) {
|
|
common->Error( "Couldn't write %s", name.c_str() );
|
|
}
|
|
|
|
name = aviDemoPath + "channel_right.raw";
|
|
rL = fileSystem->OpenFileRead( name );
|
|
if ( !rL ) {
|
|
common->Error( "Couldn't open %s", name.c_str() );
|
|
}
|
|
|
|
name = aviDemoPath + "channel_left.raw";
|
|
lL = fileSystem->OpenFileRead( name );
|
|
if ( !lL ) {
|
|
common->Error( "Couldn't open %s", name.c_str() );
|
|
}
|
|
|
|
int numSamples = rL->Length()/2;
|
|
mminfo_t info;
|
|
pcmwaveformat_t format;
|
|
|
|
info.ckid = fourcc_riff;
|
|
info.fccType = mmioFOURCC( 'W', 'A', 'V', 'E' );
|
|
info.cksize = (rL->Length()*2) - 8 + 4 + 16 + 8 + 8;
|
|
info.dwDataOffset = 12;
|
|
|
|
wO->Write( &info, 12 );
|
|
|
|
info.ckid = mmioFOURCC( 'f', 'm', 't', ' ' );
|
|
info.cksize = 16;
|
|
|
|
wO->Write( &info, 8 );
|
|
|
|
format.wBitsPerSample = 16;
|
|
format.wf.nAvgBytesPerSec = 44100*4; // sample rate * block align
|
|
format.wf.nChannels = 2;
|
|
format.wf.nSamplesPerSec = 44100;
|
|
format.wf.wFormatTag = WAVE_FORMAT_TAG_PCM;
|
|
format.wf.nBlockAlign = 4; // channels * bits/sample / 8
|
|
|
|
wO->Write( &format, 16 );
|
|
|
|
info.ckid = mmioFOURCC( 'd', 'a', 't', 'a' );
|
|
info.cksize = rL->Length() * 2;
|
|
|
|
wO->Write( &info, 8 );
|
|
|
|
short s0, s1;
|
|
for( i = 0; i < numSamples; i++ ) {
|
|
lL->Read( &s0, 2 );
|
|
rL->Read( &s1, 2 );
|
|
wO->Write( &s0, 2 );
|
|
wO->Write( &s1, 2 );
|
|
}
|
|
|
|
fileSystem->CloseFile( wO );
|
|
fileSystem->CloseFile( lL );
|
|
fileSystem->CloseFile( rL );
|
|
|
|
fileSystem->RemoveFile( aviDemoPath + "channel_right.raw" );
|
|
fileSystem->RemoveFile( aviDemoPath + "channel_left.raw" );
|
|
}
|
|
|
|
soundSystemLocal.SetMute( false );
|
|
}
|
|
|
|
//==============================================================================
|
|
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::ResolveOrigin
|
|
|
|
Find out of the sound is completely occluded by a closed door portal, or
|
|
the virtual sound origin position at the portal closest to the listener.
|
|
this is called by the main thread
|
|
|
|
dist is the distance from the orignial sound origin to the current portal that enters soundArea
|
|
def->distance is the distance we are trying to reduce.
|
|
|
|
If there is no path through open portals from the sound to the listener, def->distance will remain
|
|
set at maxDistance
|
|
===================
|
|
*/
|
|
static const int MAX_PORTAL_TRACE_DEPTH = 10;
|
|
|
|
void idSoundWorldLocal::ResolveOrigin( const int stackDepth, const soundPortalTrace_t *prevStack, const int soundArea, const float dist, const idVec3& soundOrigin, idSoundEmitterLocal *def ) {
|
|
|
|
if ( dist >= def->distance ) {
|
|
// we can't possibly hear the sound through this chain of portals
|
|
return;
|
|
}
|
|
|
|
if ( soundArea == listenerArea ) {
|
|
float fullDist = dist + (soundOrigin - listenerQU).LengthFast();
|
|
if ( fullDist < def->distance ) {
|
|
def->distance = fullDist;
|
|
def->spatializedOrigin = soundOrigin;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( stackDepth == MAX_PORTAL_TRACE_DEPTH ) {
|
|
// don't spend too much time doing these calculations in big maps
|
|
return;
|
|
}
|
|
|
|
soundPortalTrace_t newStack;
|
|
newStack.portalArea = soundArea;
|
|
newStack.prevStack = prevStack;
|
|
|
|
int numPortals = rw->NumPortalsInArea( soundArea );
|
|
for( int p = 0; p < numPortals; p++ ) {
|
|
exitPortal_t re = rw->GetPortal( soundArea, p );
|
|
|
|
float occlusionDistance = 0;
|
|
|
|
// air blocking windows will block sound like closed doors
|
|
if ( (re.blockingBits & ( PS_BLOCK_VIEW | PS_BLOCK_AIR ) ) ) {
|
|
// we could just completely cut sound off, but reducing the volume works better
|
|
// continue;
|
|
occlusionDistance = idSoundSystemLocal::s_doorDistanceAdd.GetFloat();
|
|
}
|
|
|
|
// what area are we about to go look at
|
|
int otherArea = re.areas[0];
|
|
if ( re.areas[0] == soundArea ) {
|
|
otherArea = re.areas[1];
|
|
}
|
|
|
|
// if this area is already in our portal chain, don't bother looking into it
|
|
const soundPortalTrace_t *prev;
|
|
for ( prev = prevStack ; prev ; prev = prev->prevStack ) {
|
|
if ( prev->portalArea == otherArea ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( prev ) {
|
|
continue;
|
|
}
|
|
|
|
// pick a point on the portal to serve as our virtual sound origin
|
|
#if 1
|
|
idVec3 source;
|
|
|
|
idPlane pl;
|
|
re.w->GetPlane( pl );
|
|
|
|
float scale;
|
|
idVec3 dir = listenerQU - soundOrigin;
|
|
if ( !pl.RayIntersection( soundOrigin, dir, scale ) ) {
|
|
source = re.w->GetCenter();
|
|
} else {
|
|
source = soundOrigin + scale * dir;
|
|
|
|
// if this point isn't inside the portal edges, slide it in
|
|
for ( int i = 0 ; i < re.w->GetNumPoints() ; i++ ) {
|
|
int j = ( i + 1 ) % re.w->GetNumPoints();
|
|
idVec3 edgeDir = (*(re.w))[j].ToVec3() - (*(re.w))[i].ToVec3();
|
|
idVec3 edgeNormal;
|
|
|
|
edgeNormal.Cross( pl.Normal(), edgeDir );
|
|
|
|
idVec3 fromVert = source - (*(re.w))[j].ToVec3();
|
|
|
|
float d = edgeNormal * fromVert;
|
|
if ( d > 0 ) {
|
|
// move it in
|
|
float div = edgeNormal.Normalize();
|
|
d /= div;
|
|
|
|
source -= d * edgeNormal;
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
// clip the ray from the listener to the center of the portal by
|
|
// all the portal edge planes, then project that point (or the original if not clipped)
|
|
// onto the portal plane to get the spatialized origin
|
|
|
|
idVec3 start = listenerQU;
|
|
idVec3 mid = re.w->GetCenter();
|
|
bool wasClipped = false;
|
|
|
|
for ( int i = 0 ; i < re.w->GetNumPoints() ; i++ ) {
|
|
int j = ( i + 1 ) % re.w->GetNumPoints();
|
|
idVec3 v1 = (*(re.w))[j].ToVec3() - soundOrigin;
|
|
idVec3 v2 = (*(re.w))[i].ToVec3() - soundOrigin;
|
|
|
|
v1.Normalize();
|
|
v2.Normalize();
|
|
|
|
idVec3 edgeNormal;
|
|
|
|
edgeNormal.Cross( v1, v2 );
|
|
|
|
idVec3 fromVert = start - soundOrigin;
|
|
float d1 = edgeNormal * fromVert;
|
|
|
|
if ( d1 > 0.0f ) {
|
|
fromVert = mid - (*(re.w))[j].ToVec3();
|
|
float d2 = edgeNormal * fromVert;
|
|
|
|
// move it in
|
|
float f = d1 / ( d1 - d2 );
|
|
|
|
idVec3 clipped = start * ( 1.0f - f ) + mid * f;
|
|
start = clipped;
|
|
wasClipped = true;
|
|
}
|
|
}
|
|
|
|
idVec3 source;
|
|
if ( wasClipped ) {
|
|
// now project it onto the portal plane
|
|
idPlane pl;
|
|
re.w->GetPlane( pl );
|
|
|
|
float f1 = pl.Distance( start );
|
|
float f2 = pl.Distance( soundOrigin );
|
|
|
|
float f = f1 / ( f1 - f2 );
|
|
source = start * ( 1.0f - f ) + soundOrigin * f;
|
|
} else {
|
|
source = soundOrigin;
|
|
}
|
|
#endif
|
|
|
|
idVec3 tlen = source - soundOrigin;
|
|
float tlenLength = tlen.LengthFast();
|
|
|
|
ResolveOrigin( stackDepth+1, &newStack, otherArea, dist+tlenLength+occlusionDistance, source, def );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::PlaceListener
|
|
|
|
this is called by the main thread
|
|
===================
|
|
*/
|
|
void idSoundWorldLocal::PlaceListener( const idVec3& origin, const idMat3& axis,
|
|
const int listenerId, const int gameTime, const idStr& areaName ) {
|
|
|
|
int current44kHzTime;
|
|
|
|
if ( !soundSystemLocal.isInitialized ) {
|
|
return;
|
|
}
|
|
|
|
if ( pause44kHz >= 0 ){
|
|
return;
|
|
}
|
|
|
|
if ( writeDemo ) {
|
|
writeDemo->WriteInt( DS_SOUND );
|
|
writeDemo->WriteInt( SCMD_PLACE_LISTENER );
|
|
writeDemo->WriteVec3( origin );
|
|
writeDemo->WriteMat3( axis );
|
|
writeDemo->WriteInt( listenerId );
|
|
writeDemo->WriteInt( gameTime );
|
|
}
|
|
|
|
current44kHzTime = soundSystemLocal.GetCurrent44kHzTime();
|
|
|
|
// we usually expect gameTime to be increasing by 16 or 32 msec, but when
|
|
// a cinematic is fast-forward skipped through, it can jump by a significant
|
|
// amount, while the hardware 44kHz position will not have changed accordingly,
|
|
// which would make sounds (like long character speaches) continue from the
|
|
// old time. Fix this by killing all non-looping sounds
|
|
if ( gameTime > gameMsec + 500 ) {
|
|
OffsetSoundTime( - ( gameTime - gameMsec ) * 0.001f * 44100.0f );
|
|
}
|
|
|
|
gameMsec = gameTime;
|
|
if ( fpa[0] ) {
|
|
// exactly 30 fps so the wave file can be used for exact video frames
|
|
game44kHz = idMath::FtoiFast( gameMsec * ( ( 1000.0f / 60.0f ) / 16.0f ) * 0.001f * 44100.0f );
|
|
} else {
|
|
// the normal 16 msec / frame
|
|
game44kHz = idMath::FtoiFast( gameMsec * 0.001f * 44100.0f );
|
|
}
|
|
|
|
listenerPrivateId = listenerId;
|
|
|
|
listenerQU = origin; // Doom units
|
|
listenerPos = origin * DOOM_TO_METERS; // meters
|
|
listenerAxis = axis;
|
|
listenerAreaName = areaName;
|
|
listenerAreaName.ToLower();
|
|
|
|
if ( rw ) {
|
|
listenerArea = rw->PointInArea( listenerQU ); // where are we?
|
|
} else {
|
|
listenerArea = 0;
|
|
}
|
|
|
|
if ( listenerArea < 0 ) {
|
|
return;
|
|
}
|
|
|
|
ForegroundUpdate( current44kHzTime );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idSoundWorldLocal::ForegroundUpdate
|
|
==================
|
|
*/
|
|
void idSoundWorldLocal::ForegroundUpdate( int current44kHzTime ) {
|
|
int j, k;
|
|
idSoundEmitterLocal *def;
|
|
|
|
if ( !soundSystemLocal.isInitialized ) {
|
|
return;
|
|
}
|
|
|
|
Sys_EnterCriticalSection();
|
|
|
|
// if we are recording an AVI demo, don't use hardware time
|
|
if ( fpa[0] ) {
|
|
current44kHzTime = lastAVI44kHz;
|
|
}
|
|
|
|
//
|
|
// check to see if each sound is visible or not
|
|
// speed up by checking maxdistance to origin
|
|
// although the sound may still need to play if it has
|
|
// just become occluded so it can ramp down to 0
|
|
//
|
|
for ( j = 1; j < emitters.Num(); j++ ) {
|
|
def = emitters[j];
|
|
|
|
if ( def->removeStatus >= REMOVE_STATUS_SAMPLEFINISHED ) {
|
|
continue;
|
|
}
|
|
|
|
// see if our last channel just finished
|
|
def->CheckForCompletion( current44kHzTime );
|
|
|
|
if ( !def->playing ) {
|
|
continue;
|
|
}
|
|
|
|
// update virtual origin / distance, etc
|
|
def->Spatialize( listenerPos, listenerArea, rw );
|
|
|
|
// per-sound debug options
|
|
if ( idSoundSystemLocal::s_drawSounds.GetInteger() && rw ) {
|
|
if ( def->distance < def->maxDistance || idSoundSystemLocal::s_drawSounds.GetInteger() > 1 ) {
|
|
idBounds ref;
|
|
ref.Clear();
|
|
ref.AddPoint( idVec3( -10, -10, -10 ) );
|
|
ref.AddPoint( idVec3( 10, 10, 10 ) );
|
|
float vis = (1.0f - (def->distance / def->maxDistance));
|
|
|
|
// draw a box
|
|
rw->DebugBounds( idVec4( vis, 0.25f, vis, vis ), ref, def->origin );
|
|
|
|
// draw an arrow to the audible position, possible a portal center
|
|
if ( def->origin != def->spatializedOrigin ) {
|
|
rw->DebugArrow( colorRed, def->origin, def->spatializedOrigin, 4 );
|
|
}
|
|
|
|
// draw the index
|
|
idVec3 textPos = def->origin;
|
|
textPos[2] -= 8;
|
|
rw->DrawText( va("%i", def->index), textPos, 0.1f, idVec4(1,0,0,1), listenerAxis );
|
|
textPos[2] += 8;
|
|
|
|
// run through all the channels
|
|
for ( k = 0; k < SOUND_MAX_CHANNELS ; k++ ) {
|
|
idSoundChannel *chan = &def->channels[k];
|
|
|
|
// see if we have a sound triggered on this channel
|
|
if ( !chan->triggerState ) {
|
|
continue;
|
|
}
|
|
|
|
char text[1024];
|
|
float min = chan->parms.minDistance;
|
|
float max = chan->parms.maxDistance;
|
|
const char *defaulted = chan->leadinSample->defaultSound ? "(DEFAULTED)" : "";
|
|
sprintf( text, "%s (%i/%i %i/%i)%s", chan->soundShader->GetName(), (int)def->distance,
|
|
(int)def->realDistance, (int)min, (int)max, defaulted );
|
|
rw->DrawText( text, textPos, 0.1f, idVec4(1,0,0,1), listenerAxis );
|
|
textPos[2] += 8;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Sys_LeaveCriticalSection();
|
|
|
|
//
|
|
// the sound meter
|
|
//
|
|
if ( idSoundSystemLocal::s_showLevelMeter.GetInteger() ) {
|
|
const idMaterial *gui = declManager->FindMaterial( "guis/assets/soundmeter/audiobg", false );
|
|
if ( gui ) {
|
|
const shaderStage_t *foo = gui->GetStage(0);
|
|
if ( !foo->texture.cinematic ) {
|
|
((shaderStage_t *)foo)->texture.cinematic = new idSndWindow;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// optionally dump out the generated sound
|
|
//
|
|
if ( fpa[0] ) {
|
|
AVIUpdate();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::OffsetSoundTime
|
|
===================
|
|
*/
|
|
void idSoundWorldLocal::OffsetSoundTime( int offset44kHz ) {
|
|
int i, j;
|
|
|
|
for ( i = 0; i < emitters.Num(); i++ ) {
|
|
if ( emitters[i] == NULL ) {
|
|
continue;
|
|
}
|
|
for ( j = 0; j < SOUND_MAX_CHANNELS; j++ ) {
|
|
idSoundChannel *chan = &emitters[i]->channels[ j ];
|
|
|
|
if ( !chan->triggerState ) {
|
|
continue;
|
|
}
|
|
|
|
chan->trigger44kHzTime += offset44kHz;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::WriteToSaveGame
|
|
===================
|
|
*/
|
|
void idSoundWorldLocal::WriteToSaveGame( idFile *savefile ) {
|
|
int i, j, num, currentSoundTime;
|
|
const char *name;
|
|
|
|
// the game soundworld is always paused at this point, save that time down
|
|
if ( pause44kHz > 0 ) {
|
|
currentSoundTime = pause44kHz;
|
|
} else {
|
|
currentSoundTime = soundSystemLocal.GetCurrent44kHzTime();
|
|
}
|
|
|
|
// write listener data
|
|
savefile->WriteVec3(listenerQU);
|
|
savefile->WriteMat3(listenerAxis);
|
|
savefile->WriteInt(listenerPrivateId);
|
|
savefile->WriteInt(gameMsec);
|
|
savefile->WriteInt(game44kHz);
|
|
savefile->WriteInt(currentSoundTime);
|
|
|
|
num = emitters.Num();
|
|
savefile->WriteInt(num);
|
|
|
|
for ( i = 1; i < emitters.Num(); i++ ) {
|
|
idSoundEmitterLocal *def = emitters[i];
|
|
|
|
if ( def->removeStatus != REMOVE_STATUS_ALIVE ) {
|
|
int skip = -1;
|
|
savefile->Write( &skip, sizeof( skip ) );
|
|
continue;
|
|
}
|
|
|
|
savefile->WriteInt(i);
|
|
|
|
// Write the emitter data
|
|
savefile->WriteVec3( def->origin );
|
|
savefile->WriteInt( def->listenerId );
|
|
WriteToSaveGameSoundShaderParams( savefile, &def->parms );
|
|
savefile->WriteFloat( def->amplitude );
|
|
savefile->WriteInt( def->ampTime );
|
|
for (int k = 0; k < SOUND_MAX_CHANNELS; k++)
|
|
WriteToSaveGameSoundChannel( savefile, &def->channels[k] );
|
|
savefile->WriteFloat( def->distance );
|
|
savefile->WriteBool( def->hasShakes );
|
|
savefile->WriteInt( def->lastValidPortalArea );
|
|
savefile->WriteFloat( def->maxDistance );
|
|
savefile->WriteBool( def->playing );
|
|
savefile->WriteFloat( def->realDistance );
|
|
savefile->WriteInt( def->removeStatus );
|
|
savefile->WriteVec3( def->spatializedOrigin );
|
|
|
|
// write the channel data
|
|
for( j = 0; j < SOUND_MAX_CHANNELS; j++ ) {
|
|
idSoundChannel *chan = &def->channels[ j ];
|
|
|
|
// Write out any sound commands for this def
|
|
if ( chan->triggerState && chan->soundShader && chan->leadinSample ) {
|
|
|
|
savefile->WriteInt( j );
|
|
|
|
// write the pointers out separately
|
|
name = chan->soundShader->GetName();
|
|
savefile->WriteString( name );
|
|
|
|
name = chan->leadinSample->name;
|
|
savefile->WriteString( name );
|
|
}
|
|
}
|
|
|
|
// End active channels with -1
|
|
int end = -1;
|
|
savefile->WriteInt( end );
|
|
}
|
|
|
|
// new in Doom3 v1.2
|
|
savefile->Write( &slowmoActive, sizeof( slowmoActive ) );
|
|
savefile->Write( &slowmoSpeed, sizeof( slowmoSpeed ) );
|
|
savefile->Write( &enviroSuitActive, sizeof( enviroSuitActive ) );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::WriteToSaveGameSoundShaderParams
|
|
===================
|
|
*/
|
|
void idSoundWorldLocal::WriteToSaveGameSoundShaderParams( idFile *saveGame, soundShaderParms_t *params ) {
|
|
saveGame->WriteFloat(params->minDistance);
|
|
saveGame->WriteFloat(params->maxDistance);
|
|
saveGame->WriteFloat(params->volume);
|
|
saveGame->WriteFloat(params->shakes);
|
|
saveGame->WriteInt(params->soundShaderFlags);
|
|
saveGame->WriteInt(params->soundClass);
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::WriteToSaveGameSoundChannel
|
|
===================
|
|
*/
|
|
void idSoundWorldLocal::WriteToSaveGameSoundChannel( idFile *saveGame, idSoundChannel *ch ) {
|
|
saveGame->WriteBool( ch->triggerState );
|
|
saveGame->WriteUnsignedChar( 0 );
|
|
saveGame->WriteUnsignedChar( 0 );
|
|
saveGame->WriteUnsignedChar( 0 );
|
|
saveGame->WriteInt( ch->trigger44kHzTime );
|
|
saveGame->WriteInt( ch->triggerGame44kHzTime );
|
|
WriteToSaveGameSoundShaderParams( saveGame, &ch->parms );
|
|
saveGame->WriteInt( 0 /* ch->leadinSample */ );
|
|
saveGame->WriteInt( ch->triggerChannel );
|
|
saveGame->WriteInt( 0 /* ch->soundShader */ );
|
|
saveGame->WriteInt( 0 /* ch->decoder */ );
|
|
saveGame->WriteFloat(ch->diversity );
|
|
saveGame->WriteFloat(ch->lastVolume );
|
|
for (int m = 0; m < 6; m++)
|
|
saveGame->WriteFloat( ch->lastV[m] );
|
|
saveGame->WriteInt( ch->channelFade.fadeStart44kHz );
|
|
saveGame->WriteInt( ch->channelFade.fadeEnd44kHz );
|
|
saveGame->WriteFloat( ch->channelFade.fadeStartVolume );
|
|
saveGame->WriteFloat( ch->channelFade.fadeEndVolume );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::ReadFromSaveGame
|
|
===================
|
|
*/
|
|
void idSoundWorldLocal::ReadFromSaveGame( idFile *savefile ) {
|
|
int i, num, handle, listenerId, gameTime, channel;
|
|
int savedSoundTime, currentSoundTime, soundTimeOffset;
|
|
idSoundEmitterLocal *def;
|
|
idVec3 origin;
|
|
idMat3 axis;
|
|
idStr soundShader;
|
|
|
|
ClearAllSoundEmitters();
|
|
|
|
savefile->ReadVec3( origin );
|
|
savefile->ReadMat3( axis );
|
|
savefile->ReadInt( listenerId );
|
|
savefile->ReadInt( gameTime );
|
|
savefile->ReadInt( game44kHz );
|
|
savefile->ReadInt( savedSoundTime );
|
|
|
|
// we will adjust the sound starting times from those saved with the demo
|
|
currentSoundTime = soundSystemLocal.GetCurrent44kHzTime();
|
|
soundTimeOffset = currentSoundTime - savedSoundTime;
|
|
|
|
// at the end of the level load we unpause the sound world and adjust the sound starting times once more
|
|
pause44kHz = currentSoundTime;
|
|
|
|
// place listener
|
|
PlaceListener( origin, axis, listenerId, gameTime, "Undefined" );
|
|
|
|
// make sure there are enough
|
|
// slots to read the saveGame in. We don't shrink the list
|
|
// if there are extras.
|
|
savefile->ReadInt( num );
|
|
|
|
while( emitters.Num() < num ) {
|
|
def = new idSoundEmitterLocal;
|
|
def->index = emitters.Append( def );
|
|
def->soundWorld = this;
|
|
}
|
|
|
|
// read in the state
|
|
for ( i = 1; i < num; i++ ) {
|
|
|
|
savefile->ReadInt( handle );
|
|
if ( handle < 0 ) {
|
|
continue;
|
|
}
|
|
if ( handle != i ) {
|
|
common->Error( "idSoundWorldLocal::ReadFromSaveGame: index mismatch" );
|
|
}
|
|
def = emitters[i];
|
|
|
|
def->removeStatus = REMOVE_STATUS_ALIVE;
|
|
def->playing = true; // may be reset by the first UpdateListener
|
|
|
|
savefile->ReadVec3( def->origin );
|
|
savefile->ReadInt( def->listenerId );
|
|
ReadFromSaveGameSoundShaderParams( savefile, &def->parms );
|
|
savefile->ReadFloat( def->amplitude );
|
|
savefile->ReadInt( def->ampTime );
|
|
for (int k = 0; k < SOUND_MAX_CHANNELS; k++)
|
|
ReadFromSaveGameSoundChannel( savefile, &def->channels[k] );
|
|
savefile->ReadFloat( def->distance );
|
|
savefile->ReadBool( def->hasShakes );
|
|
savefile->ReadInt( def->lastValidPortalArea );
|
|
savefile->ReadFloat( def->maxDistance );
|
|
savefile->ReadBool( def->playing );
|
|
savefile->ReadFloat( def->realDistance );
|
|
savefile->ReadInt( (int&)def->removeStatus );
|
|
savefile->ReadVec3( def->spatializedOrigin );
|
|
|
|
// read the individual channels
|
|
savefile->ReadInt( channel );
|
|
|
|
while ( channel >= 0 ) {
|
|
if ( channel > SOUND_MAX_CHANNELS ) {
|
|
common->Error( "idSoundWorldLocal::ReadFromSaveGame: channel > SOUND_MAX_CHANNELS" );
|
|
}
|
|
|
|
idSoundChannel *chan = &def->channels[channel];
|
|
|
|
if ( !chan->decoder ) {
|
|
// The pointer in the save file is not valid, so we grab a new one
|
|
chan->decoder = idSampleDecoder::Alloc();
|
|
}
|
|
|
|
savefile->ReadString( soundShader );
|
|
chan->soundShader = declManager->FindSound( soundShader );
|
|
|
|
savefile->ReadString( soundShader );
|
|
// load savegames with s_noSound 1
|
|
if ( soundSystemLocal.soundCache ) {
|
|
chan->leadinSample = soundSystemLocal.soundCache->FindSound( soundShader, false );
|
|
} else {
|
|
chan->leadinSample = NULL;
|
|
}
|
|
|
|
// adjust the hardware start time
|
|
chan->trigger44kHzTime += soundTimeOffset;
|
|
|
|
// make sure we start up the hardware voice if needed
|
|
chan->triggered = chan->triggerState;
|
|
chan->openalStreamingOffset = currentSoundTime - chan->trigger44kHzTime;
|
|
// DG: round up openalStreamingOffset to multiple of 8, so it still has an even number
|
|
// if we calculate "how many 11kHz stereo samples do we need to decode" and don't
|
|
// run into a "I need one more sample apparently, so decode 0 stereo samples"
|
|
// situation that could cause an endless loop.. (44kHz/11kHz = 4; *2 for stereo => 8)
|
|
chan->openalStreamingOffset = (chan->openalStreamingOffset+7) & ~7;
|
|
|
|
// adjust the hardware fade time
|
|
if ( chan->channelFade.fadeStart44kHz != 0 ) {
|
|
chan->channelFade.fadeStart44kHz += soundTimeOffset;
|
|
chan->channelFade.fadeEnd44kHz += soundTimeOffset;
|
|
}
|
|
|
|
// next command
|
|
savefile->ReadInt( channel );
|
|
}
|
|
}
|
|
|
|
if ( session->GetSaveGameVersion() >= 17 ) {
|
|
savefile->Read( &slowmoActive, sizeof( slowmoActive ) );
|
|
savefile->Read( &slowmoSpeed, sizeof( slowmoSpeed ) );
|
|
savefile->Read( &enviroSuitActive, sizeof( enviroSuitActive ) );
|
|
} else {
|
|
slowmoActive = false;
|
|
slowmoSpeed = 0;
|
|
enviroSuitActive = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::ReadFromSaveGameSoundShaderParams
|
|
===================
|
|
*/
|
|
void idSoundWorldLocal::ReadFromSaveGameSoundShaderParams( idFile *saveGame, soundShaderParms_t *params ) {
|
|
saveGame->ReadFloat(params->minDistance);
|
|
saveGame->ReadFloat(params->maxDistance);
|
|
saveGame->ReadFloat(params->volume);
|
|
saveGame->ReadFloat(params->shakes);
|
|
saveGame->ReadInt(params->soundShaderFlags);
|
|
saveGame->ReadInt(params->soundClass);
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::ReadFromSaveGameSoundChannel
|
|
===================
|
|
*/
|
|
void idSoundWorldLocal::ReadFromSaveGameSoundChannel( idFile *saveGame, idSoundChannel *ch ) {
|
|
saveGame->ReadBool( ch->triggerState );
|
|
char tmp;
|
|
int i;
|
|
saveGame->ReadChar( tmp );
|
|
saveGame->ReadChar( tmp );
|
|
saveGame->ReadChar( tmp );
|
|
saveGame->ReadInt( ch->trigger44kHzTime );
|
|
saveGame->ReadInt( ch->triggerGame44kHzTime );
|
|
ReadFromSaveGameSoundShaderParams( saveGame, &ch->parms );
|
|
saveGame->ReadInt( i );
|
|
ch->leadinSample = NULL;
|
|
saveGame->ReadInt( ch->triggerChannel );
|
|
saveGame->ReadInt( i );
|
|
ch->soundShader = NULL;
|
|
saveGame->ReadInt( i );
|
|
ch->decoder = NULL;
|
|
saveGame->ReadFloat(ch->diversity );
|
|
saveGame->ReadFloat(ch->lastVolume );
|
|
for (int m = 0; m < 6; m++)
|
|
saveGame->ReadFloat( ch->lastV[m] );
|
|
saveGame->ReadInt( ch->channelFade.fadeStart44kHz );
|
|
saveGame->ReadInt( ch->channelFade.fadeEnd44kHz );
|
|
saveGame->ReadFloat( ch->channelFade.fadeStartVolume );
|
|
saveGame->ReadFloat( ch->channelFade.fadeEndVolume );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundWorldLocal::EmitterForIndex
|
|
===================
|
|
*/
|
|
idSoundEmitter *idSoundWorldLocal::EmitterForIndex( int index ) {
|
|
if ( index == 0 ) {
|
|
return NULL;
|
|
}
|
|
if ( index >= emitters.Num() ) {
|
|
common->Error( "idSoundWorldLocal::EmitterForIndex: %i > %i", index, emitters.Num() );
|
|
}
|
|
return emitters[index];
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idSoundWorldLocal::StopAllSounds
|
|
|
|
this is called from the main thread
|
|
===============
|
|
*/
|
|
void idSoundWorldLocal::StopAllSounds() {
|
|
|
|
for ( int i = 0; i < emitters.Num(); i++ ) {
|
|
idSoundEmitterLocal * def = emitters[i];
|
|
def->StopSound( SCHANNEL_ANY );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idSoundWorldLocal::Pause
|
|
===============
|
|
*/
|
|
void idSoundWorldLocal::Pause( void ) {
|
|
if ( pause44kHz >= 0 ) {
|
|
common->Warning( "idSoundWorldLocal::Pause: already paused" );
|
|
return;
|
|
}
|
|
|
|
pause44kHz = soundSystemLocal.GetCurrent44kHzTime();
|
|
|
|
for ( int i = 0; i < emitters.Num(); i++ ) {
|
|
idSoundEmitterLocal * emitter = emitters[i];
|
|
|
|
// if no channels are active, do nothing
|
|
if ( emitter == NULL || !emitter->playing ) {
|
|
continue;
|
|
}
|
|
emitter->PauseAll();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idSoundWorldLocal::UnPause
|
|
===============
|
|
*/
|
|
void idSoundWorldLocal::UnPause( void ) {
|
|
int offset44kHz;
|
|
|
|
if ( pause44kHz < 0 ) {
|
|
common->Warning( "idSoundWorldLocal::UnPause: not paused" );
|
|
return;
|
|
}
|
|
|
|
offset44kHz = soundSystemLocal.GetCurrent44kHzTime() - pause44kHz;
|
|
OffsetSoundTime( offset44kHz );
|
|
|
|
pause44kHz = -1;
|
|
|
|
for ( int i = 0; i < emitters.Num(); i++ ) {
|
|
idSoundEmitterLocal * emitter = emitters[i];
|
|
|
|
// if no channels are active, do nothing
|
|
if ( emitter == NULL || !emitter->playing ) {
|
|
continue;
|
|
}
|
|
emitter->UnPauseAll();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idSoundWorldLocal::IsPaused
|
|
===============
|
|
*/
|
|
bool idSoundWorldLocal::IsPaused( void ) {
|
|
return ( pause44kHz >= 0 );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idSoundWorldLocal::PlayShaderDirectly
|
|
|
|
start a music track
|
|
|
|
this is called from the main thread
|
|
===============
|
|
*/
|
|
void idSoundWorldLocal::PlayShaderDirectly( const char *shaderName, int channel ) {
|
|
|
|
if ( localSound && channel == -1 ) {
|
|
localSound->StopSound( SCHANNEL_ANY );
|
|
} else if ( localSound ) {
|
|
localSound->StopSound( channel );
|
|
}
|
|
|
|
if ( !shaderName || !shaderName[0] ) {
|
|
return;
|
|
}
|
|
|
|
const idSoundShader *shader = declManager->FindSound( shaderName );
|
|
if ( !shader ) {
|
|
return;
|
|
}
|
|
|
|
if ( !localSound ) {
|
|
localSound = AllocLocalSoundEmitter();
|
|
}
|
|
|
|
static idRandom rnd;
|
|
float diversity = rnd.RandomFloat();
|
|
|
|
localSound->StartSound( shader, ( channel == -1 ) ? SCHANNEL_ONE : channel , diversity, SSF_GLOBAL );
|
|
|
|
// in case we are at the console without a game doing updates, force an update
|
|
ForegroundUpdate( soundSystemLocal.GetCurrent44kHzTime() );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idSoundWorldLocal::CalcEars
|
|
|
|
Determine the volumes from each speaker for a given sound emitter
|
|
===============
|
|
*/
|
|
void idSoundWorldLocal::CalcEars( int numSpeakers, idVec3 spatializedOrigin, idVec3 listenerPos,
|
|
idMat3 listenerAxis, float ears[6], float spatialize ) {
|
|
idVec3 svec = spatializedOrigin - listenerPos;
|
|
idVec3 ovec;
|
|
|
|
ovec[0] = svec * listenerAxis[0];
|
|
ovec[1] = svec * listenerAxis[1];
|
|
ovec[2] = svec * listenerAxis[2];
|
|
|
|
ovec.Normalize();
|
|
|
|
if ( numSpeakers == 6 ) {
|
|
static idVec3 speakerVector[6] = {
|
|
idVec3( 0.707f, 0.707f, 0.0f ), // front left
|
|
idVec3( 0.707f, -0.707f, 0.0f ), // front right
|
|
idVec3( 0.707f, 0.0f, 0.0f ), // front center
|
|
idVec3( 0.0f, 0.0f, 0.0f ), // sub
|
|
idVec3( -0.707f, 0.707f, 0.0f ), // rear left
|
|
idVec3( -0.707f, -0.707f, 0.0f ) // rear right
|
|
};
|
|
for ( int i = 0 ; i < 6 ; i++ ) {
|
|
if ( i == 3 ) {
|
|
ears[i] = idSoundSystemLocal::s_subFraction.GetFloat(); // subwoofer
|
|
continue;
|
|
}
|
|
float dot = ovec * speakerVector[i];
|
|
ears[i] = (idSoundSystemLocal::s_dotbias6.GetFloat() + dot) / ( 1.0f + idSoundSystemLocal::s_dotbias6.GetFloat() );
|
|
if ( ears[i] < idSoundSystemLocal::s_minVolume6.GetFloat() ) {
|
|
ears[i] = idSoundSystemLocal::s_minVolume6.GetFloat();
|
|
}
|
|
}
|
|
} else {
|
|
float dot = ovec.y;
|
|
float dotBias = idSoundSystemLocal::s_dotbias2.GetFloat();
|
|
|
|
// when we are inside the minDistance, start reducing the amount of spatialization
|
|
// so NPC voices right in front of us aren't quieter that off to the side
|
|
dotBias += ( idSoundSystemLocal::s_spatializationDecay.GetFloat() - dotBias ) * ( 1.0f - spatialize );
|
|
|
|
ears[0] = (idSoundSystemLocal::s_dotbias2.GetFloat() + dot) / ( 1.0f + dotBias );
|
|
ears[1] = (idSoundSystemLocal::s_dotbias2.GetFloat() - dot) / ( 1.0f + dotBias );
|
|
|
|
if ( ears[0] < idSoundSystemLocal::s_minVolume2.GetFloat() ) {
|
|
ears[0] = idSoundSystemLocal::s_minVolume2.GetFloat();
|
|
}
|
|
if ( ears[1] < idSoundSystemLocal::s_minVolume2.GetFloat() ) {
|
|
ears[1] = idSoundSystemLocal::s_minVolume2.GetFloat();
|
|
}
|
|
|
|
ears[2] =
|
|
ears[3] =
|
|
ears[4] =
|
|
ears[5] = 0.0f;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idSoundWorldLocal::AddChannelContribution
|
|
|
|
Adds the contribution of a single sound channel to finalMixBuffer
|
|
this is called from the async thread
|
|
|
|
Mixes MIXBUFFER_SAMPLES samples starting at current44kHz sample time into
|
|
finalMixBuffer
|
|
===============
|
|
*/
|
|
void idSoundWorldLocal::AddChannelContribution( idSoundEmitterLocal *sound, idSoundChannel *chan,
|
|
int current44kHz, int numSpeakers, float *finalMixBuffer ) {
|
|
int j;
|
|
float volume;
|
|
|
|
//
|
|
// get the sound definition and parameters from the entity
|
|
//
|
|
soundShaderParms_t *parms = &chan->parms;
|
|
|
|
// assume we have a sound triggered on this channel
|
|
assert( chan->triggerState );
|
|
|
|
// fetch the actual wave file and see if it's valid
|
|
idSoundSample *sample = chan->leadinSample;
|
|
if ( sample == NULL ) {
|
|
return;
|
|
}
|
|
|
|
// if you don't want to hear all the beeps from missing sounds
|
|
if ( sample->defaultSound && !idSoundSystemLocal::s_playDefaultSound.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
// get the actual shader
|
|
const idSoundShader *shader = chan->soundShader;
|
|
|
|
// this might happen if the foreground thread just deleted the sound emitter
|
|
if ( !shader ) {
|
|
return;
|
|
}
|
|
|
|
float maxd = parms->maxDistance;
|
|
float mind = parms->minDistance;
|
|
|
|
int mask = shader->speakerMask;
|
|
bool omni = ( parms->soundShaderFlags & SSF_OMNIDIRECTIONAL) != 0;
|
|
bool looping = ( parms->soundShaderFlags & SSF_LOOPING ) != 0;
|
|
bool global = ( parms->soundShaderFlags & SSF_GLOBAL ) != 0;
|
|
bool noOcclusion = ( parms->soundShaderFlags & SSF_NO_OCCLUSION ) || !idSoundSystemLocal::s_useOcclusion.GetBool();
|
|
|
|
// speed goes from 1 to 0.2
|
|
if ( idSoundSystemLocal::s_slowAttenuate.GetBool() && slowmoActive && !chan->disallowSlow ) {
|
|
maxd *= slowmoSpeed;
|
|
}
|
|
|
|
// stereo samples are always omni
|
|
if ( sample->objectInfo.nChannels == 2 ) {
|
|
omni = true;
|
|
}
|
|
|
|
// if the sound is playing from the current listener, it will not be spatialized at all
|
|
if ( sound->listenerId == listenerPrivateId ) {
|
|
global = true;
|
|
}
|
|
|
|
//
|
|
// see if it's in range
|
|
//
|
|
|
|
// convert volumes from decibels to float scale
|
|
|
|
// leadin volume scale for shattering lights
|
|
// this isn't exactly correct, because the modified volume will get applied to
|
|
// some initial chunk of the loop as well, because the volume is scaled for the
|
|
// entire mix buffer
|
|
if ( shader->leadinVolume && current44kHz - chan->trigger44kHzTime < sample->LengthIn44kHzSamples() ) {
|
|
volume = soundSystemLocal.dB2Scale( shader->leadinVolume );
|
|
} else {
|
|
volume = soundSystemLocal.dB2Scale( parms->volume );
|
|
}
|
|
|
|
// DG: moved global volume scale down to after clamping to 1.0
|
|
|
|
// volume fading
|
|
float fadeDb = chan->channelFade.FadeDbAt44kHz( current44kHz );
|
|
volume *= soundSystemLocal.dB2Scale( fadeDb );
|
|
|
|
fadeDb = soundClassFade[parms->soundClass].FadeDbAt44kHz( current44kHz );
|
|
volume *= soundSystemLocal.dB2Scale( fadeDb );
|
|
|
|
|
|
//
|
|
// if it's a global sound then
|
|
// it's not affected by distance or occlusion
|
|
//
|
|
float spatialize = 1;
|
|
idVec3 spatializedOriginInMeters;
|
|
if ( !global ) {
|
|
float dlen;
|
|
|
|
if ( noOcclusion ) {
|
|
// use the real origin and distance
|
|
spatializedOriginInMeters = sound->origin * DOOM_TO_METERS;
|
|
dlen = sound->realDistance;
|
|
} else {
|
|
// use the possibly portal-occluded origin and distance
|
|
spatializedOriginInMeters = sound->spatializedOrigin * DOOM_TO_METERS;
|
|
dlen = sound->distance;
|
|
}
|
|
|
|
// reduce volume based on distance
|
|
if ( dlen >= maxd ) {
|
|
volume = 0.0f;
|
|
} else if ( dlen > mind ) {
|
|
float frac = idMath::ClampFloat( 0.0f, 1.0f, 1.0f - ((dlen - mind) / (maxd - mind)));
|
|
if ( idSoundSystemLocal::s_quadraticFalloff.GetBool() ) {
|
|
frac *= frac;
|
|
}
|
|
volume *= frac;
|
|
} else if ( mind > 0.0f ) {
|
|
// we tweak the spatialization bias when you are inside the minDistance
|
|
spatialize = dlen / mind;
|
|
}
|
|
}
|
|
|
|
//
|
|
// if it is a private sound, set the volume to zero
|
|
// unless we match the listenerId
|
|
//
|
|
if ( parms->soundShaderFlags & SSF_PRIVATE_SOUND ) {
|
|
if ( sound->listenerId != listenerPrivateId ) {
|
|
volume = 0;
|
|
}
|
|
}
|
|
if ( parms->soundShaderFlags & SSF_ANTI_PRIVATE_SOUND ) {
|
|
if ( sound->listenerId == listenerPrivateId ) {
|
|
volume = 0;
|
|
}
|
|
}
|
|
|
|
// DG: scaling the volume of *everything* down a bit to prevent some sounds
|
|
// (like shotgun shot) being "drowned" when lots of other loud sounds
|
|
// (like shotgun impacts on metal) are played at the same time
|
|
// I guess this happens because the loud sounds mixed together are too loud so
|
|
// OpenAL just makes *everything* quiter or sth like that.
|
|
// See also https://github.com/dhewm/dhewm3/issues/179
|
|
|
|
// First clamp it to 1.0 - that's done anyway when setting AL_GAIN below,
|
|
// for consistency it must be done before scaling, because many player-weapon
|
|
// sounds have a too high volume defined and only sound right (relative to
|
|
// other weapons) when clamped
|
|
// see https://github.com/dhewm/dhewm3/issues/326#issuecomment-1366833004
|
|
if(volume > 1.0f) {
|
|
volume = 1.0f;
|
|
}
|
|
|
|
volume *= 0.333f; // (0.333 worked fine, 0.5 didn't)
|
|
|
|
// global volume scale - DG: now done after clamping to 1.0, so reducing the
|
|
// global volume doesn't cause the different weapon volume issues described above
|
|
volume *= soundSystemLocal.dB2Scale( idSoundSystemLocal::s_volume.GetFloat() );
|
|
|
|
//
|
|
// do we have anything to add?
|
|
//
|
|
if ( volume < SND_EPSILON && chan->lastVolume < SND_EPSILON ) {
|
|
return;
|
|
}
|
|
chan->lastVolume = volume;
|
|
|
|
//
|
|
// fetch the sound from the cache as 44kHz, 16 bit samples
|
|
//
|
|
int offset = current44kHz - chan->trigger44kHzTime;
|
|
float inputSamples[MIXBUFFER_SAMPLES*2+16];
|
|
float *alignedInputSamples = (float *) ( ( ( (intptr_t)inputSamples ) + 15 ) & ~15 );
|
|
|
|
//
|
|
// allocate and initialize hardware source
|
|
//
|
|
if ( sound->removeStatus < REMOVE_STATUS_SAMPLEFINISHED ) {
|
|
if ( !alIsSource( chan->openalSource ) ) {
|
|
chan->openalSource = soundSystemLocal.AllocOpenALSource( chan, !chan->leadinSample->hardwareBuffer || !chan->soundShader->entries[0]->hardwareBuffer || looping, chan->leadinSample->objectInfo.nChannels == 2 );
|
|
}
|
|
|
|
if ( alIsSource( chan->openalSource ) ) {
|
|
|
|
// stop source if needed..
|
|
if ( chan->triggered ) {
|
|
alSourceStop( chan->openalSource );
|
|
}
|
|
|
|
// update source parameters
|
|
if ( global || omni ) {
|
|
alSourcei( chan->openalSource, AL_SOURCE_RELATIVE, AL_TRUE);
|
|
alSource3f( chan->openalSource, AL_POSITION, 0.0f, 0.0f, 0.0f );
|
|
alSourcef( chan->openalSource, AL_GAIN, ( volume ) < ( 1.0f ) ? ( volume ) : ( 1.0f ) );
|
|
} else {
|
|
alSourcei( chan->openalSource, AL_SOURCE_RELATIVE, AL_FALSE);
|
|
alSource3f( chan->openalSource, AL_POSITION, -spatializedOriginInMeters.y, spatializedOriginInMeters.z, -spatializedOriginInMeters.x );
|
|
alSourcef( chan->openalSource, AL_GAIN, ( volume ) < ( 1.0f ) ? ( volume ) : ( 1.0f ) );
|
|
}
|
|
// DG: looping sounds with a leadin can't just use a HW buffer and openal's AL_LOOPING
|
|
// because we need to switch from leadin to the looped sound.. see https://github.com/dhewm/dhewm3/issues/291
|
|
bool haveLeadin = chan->soundShader->numLeadins > 0;
|
|
alSourcei( chan->openalSource, AL_LOOPING, ( looping && chan->soundShader->entries[0]->hardwareBuffer && !haveLeadin ) ? AL_TRUE : AL_FALSE );
|
|
#if 1
|
|
alSourcef( chan->openalSource, AL_REFERENCE_DISTANCE, mind );
|
|
alSourcef( chan->openalSource, AL_MAX_DISTANCE, maxd );
|
|
#endif
|
|
alSourcef( chan->openalSource, AL_PITCH, ( slowmoActive && !chan->disallowSlow ) ? ( slowmoSpeed ) : ( 1.0f ) );
|
|
|
|
if (idSoundSystemLocal::useEFXReverb) {
|
|
if (enviroSuitActive) {
|
|
alSourcei(chan->openalSource, AL_DIRECT_FILTER, listenerFilters[0]);
|
|
alSource3i(chan->openalSource, AL_AUXILIARY_SEND_FILTER, listenerSlot, 0, listenerFilters[1]);
|
|
} else {
|
|
alSourcei(chan->openalSource, AL_DIRECT_FILTER, AL_FILTER_NULL);
|
|
alSource3i(chan->openalSource, AL_AUXILIARY_SEND_FILTER, listenerSlot, 0, AL_FILTER_NULL);
|
|
}
|
|
}
|
|
|
|
|
|
if ( ( !looping && chan->leadinSample->hardwareBuffer )
|
|
|| ( looping && !haveLeadin && chan->soundShader->entries[0]->hardwareBuffer ) ) {
|
|
// handle uncompressed (non streaming) single shot and looping sounds
|
|
// DG: ... that have no leadin (with leadin we still need to switch to another sound,
|
|
// just use streaming code for that) - see https://github.com/dhewm/dhewm3/issues/291
|
|
if ( chan->triggered ) {
|
|
alSourcei( chan->openalSource, AL_BUFFER, looping ? chan->soundShader->entries[0]->openalBuffer : chan->leadinSample->openalBuffer );
|
|
}
|
|
} else {
|
|
ALint finishedbuffers;
|
|
ALuint buffers[3];
|
|
|
|
// handle streaming sounds (decode on the fly) both single shot AND looping
|
|
if ( chan->triggered ) {
|
|
alSourcei( chan->openalSource, AL_BUFFER, 0 );
|
|
alDeleteBuffers( 3, &chan->lastopenalStreamingBuffer[0] );
|
|
chan->lastopenalStreamingBuffer[0] = chan->openalStreamingBuffer[0];
|
|
chan->lastopenalStreamingBuffer[1] = chan->openalStreamingBuffer[1];
|
|
chan->lastopenalStreamingBuffer[2] = chan->openalStreamingBuffer[2];
|
|
alGenBuffers( 3, &chan->openalStreamingBuffer[0] );
|
|
buffers[0] = chan->openalStreamingBuffer[0];
|
|
buffers[1] = chan->openalStreamingBuffer[1];
|
|
buffers[2] = chan->openalStreamingBuffer[2];
|
|
finishedbuffers = 3;
|
|
} else {
|
|
alGetSourcei( chan->openalSource, AL_BUFFERS_PROCESSED, &finishedbuffers );
|
|
alSourceUnqueueBuffers( chan->openalSource, finishedbuffers, &buffers[0] );
|
|
if ( finishedbuffers == 3 ) {
|
|
chan->triggered = true;
|
|
}
|
|
}
|
|
|
|
for ( j = 0; j < finishedbuffers; j++ ) {
|
|
chan->GatherChannelSamples( chan->openalStreamingOffset * sample->objectInfo.nChannels, MIXBUFFER_SAMPLES * sample->objectInfo.nChannels, alignedInputSamples );
|
|
for ( int i = 0; i < ( MIXBUFFER_SAMPLES * sample->objectInfo.nChannels ); i++ ) {
|
|
if ( alignedInputSamples[i] < -32768.0f )
|
|
((short *)alignedInputSamples)[i] = -32768;
|
|
else if ( alignedInputSamples[i] > 32767.0f )
|
|
((short *)alignedInputSamples)[i] = 32767;
|
|
else
|
|
((short *)alignedInputSamples)[i] = idMath::FtoiFast( alignedInputSamples[i] );
|
|
}
|
|
alBufferData( buffers[j], chan->leadinSample->objectInfo.nChannels == 1 ? AL_FORMAT_MONO16 : AL_FORMAT_STEREO16, alignedInputSamples, MIXBUFFER_SAMPLES * sample->objectInfo.nChannels * sizeof( short ), 44100 );
|
|
chan->openalStreamingOffset += MIXBUFFER_SAMPLES;
|
|
}
|
|
|
|
if ( finishedbuffers ) {
|
|
alSourceQueueBuffers( chan->openalSource, finishedbuffers, &buffers[0] );
|
|
}
|
|
}
|
|
|
|
// (re)start if needed..
|
|
if ( chan->triggered ) {
|
|
alSourcePlay( chan->openalSource );
|
|
chan->triggered = false;
|
|
}
|
|
}
|
|
}
|
|
#if 1 // DG: I /think/ this was only relevant for the old sound backends?
|
|
// FIXME: completely remove else branch, but for testing leave it in under com_asyncSound 2
|
|
// (which also does the old 92-100ms updates)
|
|
else if( com_asyncSound.GetInteger() == 2 ) {
|
|
|
|
if ( slowmoActive && !chan->disallowSlow ) {
|
|
idSlowChannel slow = sound->GetSlowChannel( chan );
|
|
|
|
slow.AttachSoundChannel( chan );
|
|
|
|
if ( sample->objectInfo.nChannels == 2 ) {
|
|
// need to add a stereo path, but very few samples go through this
|
|
memset( alignedInputSamples, 0, sizeof( alignedInputSamples[0] ) * MIXBUFFER_SAMPLES * 2 );
|
|
} else {
|
|
slow.GatherChannelSamples( offset, MIXBUFFER_SAMPLES, alignedInputSamples );
|
|
}
|
|
|
|
sound->SetSlowChannel( chan, slow );
|
|
} else {
|
|
sound->ResetSlowChannel( chan );
|
|
|
|
// if we are getting a stereo sample adjust accordingly
|
|
if ( sample->objectInfo.nChannels == 2 ) {
|
|
// we should probably check to make sure any looping is also to a stereo sample...
|
|
chan->GatherChannelSamples( offset*2, MIXBUFFER_SAMPLES*2, alignedInputSamples );
|
|
} else {
|
|
chan->GatherChannelSamples( offset, MIXBUFFER_SAMPLES, alignedInputSamples );
|
|
}
|
|
}
|
|
|
|
//
|
|
// work out the left / right ear values
|
|
//
|
|
float ears[6];
|
|
if ( global || omni ) {
|
|
// same for all speakers
|
|
for ( int i = 0 ; i < 6 ; i++ ) {
|
|
ears[i] = idSoundSystemLocal::s_globalFraction.GetFloat() * volume;
|
|
}
|
|
ears[3] = idSoundSystemLocal::s_subFraction.GetFloat() * volume; // subwoofer
|
|
|
|
} else {
|
|
CalcEars( numSpeakers, spatializedOriginInMeters, listenerPos, listenerAxis, ears, spatialize );
|
|
|
|
for ( int i = 0 ; i < 6 ; i++ ) {
|
|
ears[i] *= volume;
|
|
}
|
|
}
|
|
|
|
// if the mask is 0, it really means do every channel
|
|
if ( !mask ) {
|
|
mask = 255;
|
|
}
|
|
// cleared mask bits set the mix volume to zero
|
|
for ( int i = 0 ; i < 6 ; i++ ) {
|
|
if ( !(mask & ( 1 << i ) ) ) {
|
|
ears[i] = 0;
|
|
}
|
|
}
|
|
|
|
// if sounds are generally normalized, using a mixing volume over 1.0 will
|
|
// almost always cause clipping noise. If samples aren't normalized, there
|
|
// is a good call to allow overvolumes
|
|
if ( idSoundSystemLocal::s_clipVolumes.GetBool() && !( parms->soundShaderFlags & SSF_UNCLAMPED ) ) {
|
|
for ( int i = 0 ; i < 6 ; i++ ) {
|
|
if ( ears[i] > 1.0f ) {
|
|
ears[i] = 1.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if this is the very first mixing block, set the lastV
|
|
// to the current volume
|
|
if ( current44kHz == chan->trigger44kHzTime ) {
|
|
for ( j = 0 ; j < 6 ; j++ ) {
|
|
chan->lastV[j] = ears[j];
|
|
}
|
|
}
|
|
|
|
if ( numSpeakers == 6 ) {
|
|
if ( sample->objectInfo.nChannels == 1 ) {
|
|
SIMDProcessor->MixSoundSixSpeakerMono( finalMixBuffer, alignedInputSamples, MIXBUFFER_SAMPLES, chan->lastV, ears );
|
|
} else {
|
|
SIMDProcessor->MixSoundSixSpeakerStereo( finalMixBuffer, alignedInputSamples, MIXBUFFER_SAMPLES, chan->lastV, ears );
|
|
}
|
|
} else {
|
|
if ( sample->objectInfo.nChannels == 1 ) {
|
|
SIMDProcessor->MixSoundTwoSpeakerMono( finalMixBuffer, alignedInputSamples, MIXBUFFER_SAMPLES, chan->lastV, ears );
|
|
} else {
|
|
SIMDProcessor->MixSoundTwoSpeakerStereo( finalMixBuffer, alignedInputSamples, MIXBUFFER_SAMPLES, chan->lastV, ears );
|
|
}
|
|
}
|
|
|
|
for ( j = 0 ; j < 6 ; j++ ) {
|
|
chan->lastV[j] = ears[j];
|
|
}
|
|
|
|
}
|
|
#endif // 1/0
|
|
|
|
soundSystemLocal.soundStats.activeSounds++;
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idSoundWorldLocal::FindAmplitude
|
|
|
|
this is called from the main thread
|
|
|
|
if listenerPosition is NULL, this is being used for shader parameters,
|
|
like flashing lights and glows based on sound level. Otherwise, it is being used for
|
|
the screen-shake on a player.
|
|
|
|
This doesn't do the portal-occlusion currently, because it would have to reset all the defs
|
|
which would be problematic in multiplayer
|
|
===============
|
|
*/
|
|
float idSoundWorldLocal::FindAmplitude( idSoundEmitterLocal *sound, const int localTime, const idVec3 *listenerPosition,
|
|
const s_channelType channel, bool shakesOnly ) {
|
|
int i, j;
|
|
soundShaderParms_t *parms;
|
|
float volume;
|
|
int activeChannelCount;
|
|
static const int AMPLITUDE_SAMPLES = MIXBUFFER_SAMPLES/8;
|
|
float sourceBuffer[AMPLITUDE_SAMPLES];
|
|
float sumBuffer[AMPLITUDE_SAMPLES];
|
|
// work out the distance from the listener to the emitter
|
|
float dlen;
|
|
|
|
if ( !sound->playing ) {
|
|
return 0;
|
|
}
|
|
|
|
if ( listenerPosition ) {
|
|
// this doesn't do the portal spatialization
|
|
idVec3 dist = sound->origin - *listenerPosition;
|
|
dlen = dist.Length();
|
|
dlen *= DOOM_TO_METERS;
|
|
} else {
|
|
dlen = 1;
|
|
}
|
|
|
|
activeChannelCount = 0;
|
|
|
|
for ( i = 0; i < SOUND_MAX_CHANNELS ; i++ ) {
|
|
idSoundChannel *chan = &sound->channels[ i ];
|
|
|
|
if ( !chan->triggerState ) {
|
|
continue;
|
|
}
|
|
|
|
if ( channel != SCHANNEL_ANY && chan->triggerChannel != channel) {
|
|
continue;
|
|
}
|
|
|
|
parms = &chan->parms;
|
|
|
|
int localTriggerTimes = chan->trigger44kHzTime;
|
|
|
|
bool looping = ( parms->soundShaderFlags & SSF_LOOPING ) != 0;
|
|
|
|
// check for screen shakes
|
|
float shakes = parms->shakes;
|
|
if ( shakesOnly && shakes <= 0.0f ) {
|
|
continue;
|
|
}
|
|
|
|
//
|
|
// calculate volume
|
|
//
|
|
if ( !listenerPosition ) {
|
|
// just look at the raw wav data for light shader evaluation
|
|
volume = 1.0;
|
|
} else {
|
|
volume = parms->volume;
|
|
volume = soundSystemLocal.dB2Scale( volume );
|
|
if ( shakesOnly ) {
|
|
volume *= shakes;
|
|
}
|
|
|
|
if ( listenerPosition && !( parms->soundShaderFlags & SSF_GLOBAL ) ) {
|
|
// check for overrides
|
|
float maxd = parms->maxDistance;
|
|
float mind = parms->minDistance;
|
|
|
|
if ( dlen >= maxd ) {
|
|
volume = 0.0f;
|
|
} else if ( dlen > mind ) {
|
|
float frac = idMath::ClampFloat( 0, 1, 1.0f - ((dlen - mind) / (maxd - mind)));
|
|
if ( idSoundSystemLocal::s_quadraticFalloff.GetBool() ) {
|
|
frac *= frac;
|
|
}
|
|
volume *= frac;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( volume <= 0 ) {
|
|
continue;
|
|
}
|
|
|
|
//
|
|
// fetch the sound from the cache
|
|
// this doesn't handle stereo samples correctly...
|
|
//
|
|
if ( !listenerPosition && chan->parms.soundShaderFlags & SSF_NO_FLICKER ) {
|
|
// the NO_FLICKER option is to allow a light to still play a sound, but
|
|
// not have it effect the intensity
|
|
for ( j = 0 ; j < (AMPLITUDE_SAMPLES); j++ ) {
|
|
sourceBuffer[j] = j & 1 ? 32767.0f : -32767.0f;
|
|
}
|
|
} else {
|
|
int offset = (localTime - localTriggerTimes); // offset in samples
|
|
int size = ( looping ? chan->soundShader->entries[0]->LengthIn44kHzSamples() : chan->leadinSample->LengthIn44kHzSamples() );
|
|
short *amplitudeData = (short *)( looping ? chan->soundShader->entries[0]->amplitudeData : chan->leadinSample->amplitudeData );
|
|
|
|
if ( amplitudeData ) {
|
|
// when the amplitudeData is present use that fill a dummy sourceBuffer
|
|
// this is to allow for amplitude based effect on hardware audio solutions
|
|
if ( looping ) offset %= size;
|
|
if ( offset < size ) {
|
|
for ( j = 0 ; j < (AMPLITUDE_SAMPLES); j++ ) {
|
|
sourceBuffer[j] = j & 1 ? amplitudeData[ ( offset / 512 ) * 2 ] : amplitudeData[ ( offset / 512 ) * 2 + 1 ];
|
|
}
|
|
}
|
|
} else {
|
|
// get actual sample data
|
|
chan->GatherChannelSamples( offset, AMPLITUDE_SAMPLES, sourceBuffer );
|
|
}
|
|
}
|
|
activeChannelCount++;
|
|
if ( activeChannelCount == 1 ) {
|
|
// store to the buffer
|
|
for( j = 0; j < AMPLITUDE_SAMPLES; j++ ) {
|
|
sumBuffer[ j ] = volume * sourceBuffer[ j ];
|
|
}
|
|
} else {
|
|
// add to the buffer
|
|
for( j = 0; j < AMPLITUDE_SAMPLES; j++ ) {
|
|
sumBuffer[ j ] += volume * sourceBuffer[ j ];
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( activeChannelCount == 0 ) {
|
|
return 0.0;
|
|
}
|
|
|
|
float high = -32767.0f;
|
|
float low = 32767.0f;
|
|
|
|
// use a 20th of a second
|
|
for( i = 0; i < (AMPLITUDE_SAMPLES); i++ ) {
|
|
float fabval = sumBuffer[i];
|
|
if ( high < fabval ) {
|
|
high = fabval;
|
|
}
|
|
if ( low > fabval ) {
|
|
low = fabval;
|
|
}
|
|
}
|
|
|
|
float sout;
|
|
sout = atan( (high - low) / 32767.0f) / DEG2RAD(45);
|
|
|
|
return sout;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSoundWorldLocal::FadeSoundClasses
|
|
|
|
fade all sounds in the world with a given shader soundClass
|
|
to is in Db (sigh), over is in seconds
|
|
=================
|
|
*/
|
|
void idSoundWorldLocal::FadeSoundClasses( const int soundClass, const float to, const float over ) {
|
|
if ( soundClass < 0 || soundClass >= SOUND_MAX_CLASSES ) {
|
|
common->Error( "idSoundWorldLocal::FadeSoundClasses: bad soundClass %i", soundClass );
|
|
}
|
|
|
|
idSoundFade *fade = &soundClassFade[ soundClass ];
|
|
|
|
int length44kHz = soundSystemLocal.MillisecondsToSamples( over * 1000 );
|
|
|
|
// if it is already fading to this volume at this rate, don't change it
|
|
if ( fade->fadeEndVolume == to &&
|
|
fade->fadeEnd44kHz - fade->fadeStart44kHz == length44kHz ) {
|
|
return;
|
|
}
|
|
|
|
int start44kHz;
|
|
|
|
if ( fpa[0] ) {
|
|
// if we are recording an AVI demo, don't use hardware time
|
|
start44kHz = lastAVI44kHz + MIXBUFFER_SAMPLES;
|
|
} else {
|
|
start44kHz = soundSystemLocal.GetCurrent44kHzTime() + MIXBUFFER_SAMPLES;
|
|
}
|
|
|
|
// fade it
|
|
fade->fadeStartVolume = fade->FadeDbAt44kHz( start44kHz );
|
|
fade->fadeStart44kHz = start44kHz;
|
|
fade->fadeEnd44kHz = start44kHz + length44kHz;
|
|
fade->fadeEndVolume = to;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSoundWorldLocal::SetSlowmo
|
|
=================
|
|
*/
|
|
void idSoundWorldLocal::SetSlowmo( bool active ) {
|
|
slowmoActive = active;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSoundWorldLocal::SetSlowmoSpeed
|
|
=================
|
|
*/
|
|
void idSoundWorldLocal::SetSlowmoSpeed( float speed ) {
|
|
slowmoSpeed = speed;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSoundWorldLocal::SetEnviroSuit
|
|
=================
|
|
*/
|
|
void idSoundWorldLocal::SetEnviroSuit( bool active ) {
|
|
enviroSuitActive = active;
|
|
}
|