dhewm3/neo/sound/snd_system.cpp
Daniel Gibson 8747ee63d3 Make sure sampleTime used in sound updates is multiple of 8
Originally sound updates only happened about every 100ms and
`sampleTime` (or `newSoundTime`) was a multiple of 4096
(`MIXBUFFER_SAMPLES`).
After I changed this to updates every 16ms and made the calculation of
`sampleTime` a lot simpler, it could be any value (as it's current
amount of milliseconds multiplied by 44.1).
It generally seemed to work, but it seems advisable to make it a
multiple of 8 (see also "Fix endless loop when decoding OGGs" commit).
So I round it to the nearest multiple of 8 now. Furthermore I increased
the accuracy when the game has been running for a long time by using
double instead of float, and tried to make sure that `sampleTime` is
always positive (or at least as long as `inTime` is positive).
2021-06-24 06:45:24 +02:00

1445 lines
42 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "sound/snd_local.h"
#ifdef ID_DEDICATED
idCVar idSoundSystemLocal::s_noSound( "s_noSound", "1", CVAR_SOUND | CVAR_BOOL | CVAR_ROM, "" );
#else
idCVar idSoundSystemLocal::s_noSound( "s_noSound", "0", CVAR_SOUND | CVAR_BOOL | CVAR_NOCHEAT, "" );
#endif
idCVar idSoundSystemLocal::s_device( "s_device", "default", CVAR_SOUND | CVAR_NOCHEAT | CVAR_ARCHIVE, "the audio device to use ('default' for the default audio device)" );
idCVar idSoundSystemLocal::s_quadraticFalloff( "s_quadraticFalloff", "1", CVAR_SOUND | CVAR_BOOL, "" );
idCVar idSoundSystemLocal::s_drawSounds( "s_drawSounds", "0", CVAR_SOUND | CVAR_INTEGER, "", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar idSoundSystemLocal::s_showStartSound( "s_showStartSound", "0", CVAR_SOUND | CVAR_BOOL, "" );
idCVar idSoundSystemLocal::s_useOcclusion( "s_useOcclusion", "1", CVAR_SOUND | CVAR_BOOL, "" );
idCVar idSoundSystemLocal::s_maxSoundsPerShader( "s_maxSoundsPerShader", "0", CVAR_SOUND | CVAR_ARCHIVE, "", 0, 10, idCmdSystem::ArgCompletion_Integer<0,10> );
idCVar idSoundSystemLocal::s_showLevelMeter( "s_showLevelMeter", "0", CVAR_SOUND | CVAR_BOOL, "" );
idCVar idSoundSystemLocal::s_constantAmplitude( "s_constantAmplitude", "-1", CVAR_SOUND | CVAR_FLOAT, "" );
idCVar idSoundSystemLocal::s_minVolume6( "s_minVolume6", "0", CVAR_SOUND | CVAR_FLOAT, "" );
idCVar idSoundSystemLocal::s_dotbias6( "s_dotbias6", "0.8", CVAR_SOUND | CVAR_FLOAT, "" );
idCVar idSoundSystemLocal::s_minVolume2( "s_minVolume2", "0.25", CVAR_SOUND | CVAR_FLOAT, "" );
idCVar idSoundSystemLocal::s_dotbias2( "s_dotbias2", "1.1", CVAR_SOUND | CVAR_FLOAT, "" );
idCVar idSoundSystemLocal::s_spatializationDecay( "s_spatializationDecay", "2", CVAR_SOUND | CVAR_ARCHIVE | CVAR_FLOAT, "" );
idCVar idSoundSystemLocal::s_reverse( "s_reverse", "0", CVAR_SOUND | CVAR_ARCHIVE | CVAR_BOOL, "" );
idCVar idSoundSystemLocal::s_meterTopTime( "s_meterTopTime", "2000", CVAR_SOUND | CVAR_ARCHIVE | CVAR_INTEGER, "" );
idCVar idSoundSystemLocal::s_volume( "s_volume_dB", "0", CVAR_SOUND | CVAR_ARCHIVE | CVAR_FLOAT, "volume in dB" );
idCVar idSoundSystemLocal::s_playDefaultSound( "s_playDefaultSound", "1", CVAR_SOUND | CVAR_ARCHIVE | CVAR_BOOL, "play a beep for missing sounds" );
idCVar idSoundSystemLocal::s_subFraction( "s_subFraction", "0.75", CVAR_SOUND | CVAR_ARCHIVE | CVAR_FLOAT, "volume to subwoofer in 5.1" );
idCVar idSoundSystemLocal::s_globalFraction( "s_globalFraction", "0.8", CVAR_SOUND | CVAR_ARCHIVE | CVAR_FLOAT, "volume to all speakers when not spatialized" );
idCVar idSoundSystemLocal::s_doorDistanceAdd( "s_doorDistanceAdd", "150", CVAR_SOUND | CVAR_ARCHIVE | CVAR_FLOAT, "reduce sound volume with this distance when going through a door" );
idCVar idSoundSystemLocal::s_singleEmitter( "s_singleEmitter", "0", CVAR_SOUND | CVAR_INTEGER, "mute all sounds but this emitter" );
idCVar idSoundSystemLocal::s_numberOfSpeakers( "s_numberOfSpeakers", "2", CVAR_SOUND | CVAR_ARCHIVE, "number of speakers" );
idCVar idSoundSystemLocal::s_force22kHz( "s_force22kHz", "0", CVAR_SOUND | CVAR_BOOL, "" );
idCVar idSoundSystemLocal::s_clipVolumes( "s_clipVolumes", "1", CVAR_SOUND | CVAR_BOOL, "" );
idCVar idSoundSystemLocal::s_realTimeDecoding( "s_realTimeDecoding", "1", CVAR_SOUND | CVAR_BOOL | CVAR_INIT, "" );
idCVar idSoundSystemLocal::s_slowAttenuate( "s_slowAttenuate", "1", CVAR_SOUND | CVAR_BOOL, "slowmo sounds attenuate over shorted distance" );
idCVar idSoundSystemLocal::s_enviroSuitCutoffFreq( "s_enviroSuitCutoffFreq", "2000", CVAR_SOUND | CVAR_FLOAT, "" );
idCVar idSoundSystemLocal::s_enviroSuitCutoffQ( "s_enviroSuitCutoffQ", "2", CVAR_SOUND | CVAR_FLOAT, "" );
idCVar idSoundSystemLocal::s_reverbTime( "s_reverbTime", "1000", CVAR_SOUND | CVAR_FLOAT, "" );
idCVar idSoundSystemLocal::s_reverbFeedback( "s_reverbFeedback", "0.333", CVAR_SOUND | CVAR_FLOAT, "" );
idCVar idSoundSystemLocal::s_enviroSuitVolumeScale( "s_enviroSuitVolumeScale", "0.9", CVAR_SOUND | CVAR_FLOAT, "" );
idCVar idSoundSystemLocal::s_skipHelltimeFX( "s_skipHelltimeFX", "0", CVAR_SOUND | CVAR_BOOL, "" );
#if !defined(ID_DEDICATED)
idCVar idSoundSystemLocal::s_useEAXReverb( "s_useEAXReverb", "1", CVAR_SOUND | CVAR_BOOL | CVAR_ARCHIVE, "use EFX reverb" );
idCVar idSoundSystemLocal::s_decompressionLimit( "s_decompressionLimit", "6", CVAR_SOUND | CVAR_INTEGER | CVAR_ARCHIVE, "specifies maximum uncompressed sample length in seconds" );
#else
idCVar idSoundSystemLocal::s_useEAXReverb( "s_useEAXReverb", "0", CVAR_SOUND | CVAR_BOOL | CVAR_ROM, "EFX not available in this build" );
idCVar idSoundSystemLocal::s_decompressionLimit( "s_decompressionLimit", "6", CVAR_SOUND | CVAR_INTEGER | CVAR_ROM, "specifies maximum uncompressed sample length in seconds" );
#endif
idCVar idSoundSystemLocal::s_alReverbGain( "s_alReverbGain", "0.5", CVAR_SOUND | CVAR_FLOAT | CVAR_ARCHIVE, "reduce reverb strength (0.0 to 1.0)", 0.0f, 1.0f );
bool idSoundSystemLocal::useEFXReverb = false;
int idSoundSystemLocal::EFXAvailable = -1;
idSoundSystemLocal soundSystemLocal;
idSoundSystem *soundSystem = &soundSystemLocal;
/*
===============
SoundReloadSounds_f
this is called from the main thread
===============
*/
void SoundReloadSounds_f( const idCmdArgs &args ) {
if ( !soundSystemLocal.soundCache ) {
return;
}
bool force = false;
if ( args.Argc() == 2 ) {
force = true;
}
soundSystem->SetMute( true );
soundSystemLocal.soundCache->ReloadSounds( force );
soundSystem->SetMute( false );
common->Printf( "sound: changed sounds reloaded\n" );
}
/*
===============
ListSounds_f
Optional parameter to only list sounds containing that string
===============
*/
void ListSounds_f( const idCmdArgs &args ) {
int i;
const char *snd = args.Argv( 1 );
if ( !soundSystemLocal.soundCache ) {
common->Printf( "No sound.\n" );
return;
}
int totalSounds = 0;
int totalSamples = 0;
int totalMemory = 0;
int totalPCMMemory = 0;
for( i = 0; i < soundSystemLocal.soundCache->GetNumObjects(); i++ ) {
const idSoundSample *sample = soundSystemLocal.soundCache->GetObject(i);
if ( !sample ) {
continue;
}
if ( snd && sample->name.Find( snd, false ) < 0 ) {
continue;
}
const waveformatex_t &info = sample->objectInfo;
const char *stereo = ( info.nChannels == 2 ? "ST" : " " );
const char *format = ( info.wFormatTag == WAVE_FORMAT_TAG_OGG ) ? "OGG" : "WAV";
const char *defaulted = ( sample->defaultSound ? "(DEFAULTED)" : sample->purged ? "(PURGED)" : "" );
common->Printf( "%s %dkHz %6dms %5dkB %4s %s%s\n", stereo, sample->objectInfo.nSamplesPerSec / 1000,
soundSystemLocal.SamplesToMilliseconds( sample->LengthIn44kHzSamples() ),
sample->objectMemSize >> 10, format, sample->name.c_str(), defaulted );
if ( !sample->purged ) {
totalSamples += sample->objectSize;
if ( info.wFormatTag != WAVE_FORMAT_TAG_OGG )
totalPCMMemory += sample->objectMemSize;
if ( !sample->hardwareBuffer )
totalMemory += sample->objectMemSize;
}
totalSounds++;
}
common->Printf( "%8d total sounds\n", totalSounds );
common->Printf( "%8d total samples loaded\n", totalSamples );
common->Printf( "%8d kB total system memory used\n", totalMemory >> 10 );
}
/*
===============
ListSoundDecoders_f
===============
*/
void ListSoundDecoders_f( const idCmdArgs &args ) {
int i, j, numActiveDecoders, numWaitingDecoders;
idSoundWorldLocal *sw = soundSystemLocal.currentSoundWorld;
numActiveDecoders = numWaitingDecoders = 0;
for ( i = 0; i < sw->emitters.Num(); i++ ) {
idSoundEmitterLocal *sound = sw->emitters[i];
if ( !sound ) {
continue;
}
// run through all the channels
for ( j = 0; j < SOUND_MAX_CHANNELS; j++ ) {
idSoundChannel *chan = &sound->channels[j];
if ( chan->decoder == NULL ) {
continue;
}
idSoundSample *sample = chan->decoder->GetSample();
if ( sample != NULL ) {
continue;
}
const char *format = ( chan->leadinSample->objectInfo.wFormatTag == WAVE_FORMAT_TAG_OGG ) ? "OGG" : "WAV";
common->Printf( "%3d waiting %s: %s\n", numWaitingDecoders, format, chan->leadinSample->name.c_str() );
numWaitingDecoders++;
}
}
for ( i = 0; i < sw->emitters.Num(); i++ ) {
idSoundEmitterLocal *sound = sw->emitters[i];
if ( !sound ) {
continue;
}
// run through all the channels
for ( j = 0; j < SOUND_MAX_CHANNELS; j++ ) {
idSoundChannel *chan = &sound->channels[j];
if ( chan->decoder == NULL ) {
continue;
}
idSoundSample *sample = chan->decoder->GetSample();
if ( sample == NULL ) {
continue;
}
const char *format = ( sample->objectInfo.wFormatTag == WAVE_FORMAT_TAG_OGG ) ? "OGG" : "WAV";
int localTime = soundSystemLocal.GetCurrent44kHzTime() - chan->trigger44kHzTime;
int sampleTime = sample->LengthIn44kHzSamples() * sample->objectInfo.nChannels;
int percent;
if ( localTime > sampleTime ) {
if ( chan->parms.soundShaderFlags & SSF_LOOPING ) {
percent = ( localTime % sampleTime ) * 100 / sampleTime;
} else {
percent = 100;
}
} else {
percent = localTime * 100 / sampleTime;
}
common->Printf( "%3d decoding %3d%% %s: %s\n", numActiveDecoders, percent, format, sample->name.c_str() );
numActiveDecoders++;
}
}
common->Printf( "%d decoders\n", numWaitingDecoders + numActiveDecoders );
common->Printf( "%d waiting decoders\n", numWaitingDecoders );
common->Printf( "%d active decoders\n", numActiveDecoders );
common->Printf( "%d kB decoder memory in %d blocks\n", idSampleDecoder::GetUsedBlockMemory() >> 10, idSampleDecoder::GetNumUsedBlocks() );
}
/*
===============
TestSound_f
this is called from the main thread
===============
*/
void TestSound_f( const idCmdArgs &args ) {
if ( args.Argc() != 2 ) {
common->Printf( "Usage: testSound <file>\n" );
return;
}
if ( soundSystemLocal.currentSoundWorld ) {
soundSystemLocal.currentSoundWorld->PlayShaderDirectly( args.Argv( 1 ) );
}
}
/*
===============
SoundSystemRestart_f
restart the sound thread
this is called from the main thread
===============
*/
void SoundSystemRestart_f( const idCmdArgs &args ) {
soundSystem->SetMute( true );
soundSystemLocal.ShutdownHW();
soundSystemLocal.InitHW();
soundSystem->SetMute( false );
}
// DG: make this function callable from idSessionLocal::Frame() without having to
// change the public idSoundSystem interface - that would break mod DLL compat,
// and this is not relevant for gamecode.
bool CheckOpenALDeviceAndRecoverIfNeeded()
{
if(soundSystemLocal.isInitialized)
return soundSystemLocal.CheckDeviceAndRecoverIfNeeded();
return true;
}
/*
===============
idSoundSystemLocal::Init
initialize the sound system
===============
*/
void idSoundSystemLocal::Init() {
common->Printf( "----- Initializing OpenAL -----\n" );
isInitialized = false;
muted = false;
shutdown = false;
currentSoundWorld = NULL;
soundCache = NULL;
olddwCurrentWritePos = 0;
buffers = 0;
CurrentSoundTime = 0;
nextWriteBlock = 0xffffffff;
memset( meterTops, 0, sizeof( meterTops ) );
memset( meterTopsTime, 0, sizeof( meterTopsTime ) );
for( int i = -600; i < 600; i++ ) {
float pt = i * 0.1f;
volumesDB[i+600] = pow( 2.0f,( pt * ( 1.0f / 6.0f ) ) );
}
// make a 16 byte aligned finalMixBuffer
finalMixBuffer = (float *) ( ( ( (intptr_t)realAccum ) + 15 ) & ~15 );
graph = NULL;
// DG: added these for CheckDeviceAndRecoverIfNeeded()
alcResetDeviceSOFT = NULL;
resetRetryCount = 0;
lastCheckTime = 0;
// DG: no point in initializing OpenAL if sound is disabled with s_noSound
if ( s_noSound.GetBool() ) {
common->Printf( "Sound disabled with s_noSound 1 !\n" );
openalDevice = NULL;
openalContext = NULL;
} else {
// set up openal device and context
common->Printf( "Setup OpenAL device and context\n" );
const char *device = s_device.GetString();
if (strlen(device) < 1)
device = NULL;
else if (!idStr::Icmp(device, "default"))
device = NULL;
if ( alcIsExtensionPresent(NULL, "ALC_ENUMERATE_ALL_EXT") ) {
const char *devs = alcGetString(NULL, ALC_ALL_DEVICES_SPECIFIER);
bool found = false;
while (devs && *devs) {
common->Printf("OpenAL: found device '%s'", devs);
if ( device && !idStr::Icmp(devs, device) ) {
common->Printf(" (ACTIVE)\n");
found = true;
} else {
common->Printf("\n");
}
devs += strlen(devs) + 1;
}
if ( device && !found ) {
common->Printf("OpenAL: device %s not found, using default\n", device);
device = NULL;
}
}
openalDevice = alcOpenDevice(device);
if ( !openalDevice && device ) {
common->Printf( "OpenAL: failed to open device '%s' (0x%x), trying default...\n", device, alGetError() );
openalDevice = alcOpenDevice( NULL );
}
// DG: handle the possibility that opening the default device or creating context failed
if ( openalDevice == NULL ) {
common->Printf( "OpenAL: failed to open default device (0x%x), disabling sound\n", alGetError() );
openalContext = NULL;
} else {
openalContext = alcCreateContext( openalDevice, NULL );
if ( openalContext == NULL ) {
common->Printf( "OpenAL: failed to create context (0x%x), disabling sound\n", alcGetError(openalDevice) );
alcCloseDevice( openalDevice );
openalDevice = NULL;
}
}
}
// DG: only do these things if opening device and creating context succeeded and sound is enabled
// (if sound is disabled with s_noSound, openalContext is NULL)
if ( openalContext != NULL )
{
idSampleDecoder::Init();
soundCache = new idSoundCache();
alcMakeContextCurrent( openalContext );
// log openal info
common->Printf( "OpenAL vendor: %s\n", alGetString(AL_VENDOR) );
common->Printf( "OpenAL renderer: %s\n", alGetString(AL_RENDERER) );
common->Printf( "OpenAL version: %s\n", alGetString(AL_VERSION) );
// DG: extensions needed for CheckDeviceAndRecoverIfNeeded()
bool hasAlcExtDisconnect = alcIsExtensionPresent( openalDevice, "ALC_EXT_disconnect" ) != AL_FALSE;
bool hasAlcSoftHrtf = alcIsExtensionPresent( openalDevice, "ALC_SOFT_HRTF" ) != AL_FALSE;
if ( hasAlcExtDisconnect && hasAlcSoftHrtf ) {
common->Printf( "OpenAL: found extensions for resetting disconnected devices\n" );
alcResetDeviceSOFT = (LPALCRESETDEVICESOFT)alcGetProcAddress( openalDevice, "alcResetDeviceSOFT" );
}
// try to obtain EFX extensions
if (alcIsExtensionPresent(openalDevice, "ALC_EXT_EFX")) {
common->Printf( "OpenAL: found EFX extension\n" );
EFXAvailable = 1;
alGenEffects = (LPALGENEFFECTS)alGetProcAddress("alGenEffects");
alDeleteEffects = (LPALDELETEEFFECTS)alGetProcAddress("alDeleteEffects");
alIsEffect = (LPALISEFFECT)alGetProcAddress("alIsEffect");
alEffecti = (LPALEFFECTI)alGetProcAddress("alEffecti");
alEffectf = (LPALEFFECTF)alGetProcAddress("alEffectf");
alEffectfv = (LPALEFFECTFV)alGetProcAddress("alEffectfv");
alGenFilters = (LPALGENFILTERS)alGetProcAddress("alGenFilters");
alDeleteFilters = (LPALDELETEFILTERS)alGetProcAddress("alDeleteFilters");
alIsFilter = (LPALISFILTER)alGetProcAddress("alIsFilter");
alFilteri = (LPALFILTERI)alGetProcAddress("alFilteri");
alFilterf = (LPALFILTERF)alGetProcAddress("alFilterf");
alGenAuxiliaryEffectSlots = (LPALGENAUXILIARYEFFECTSLOTS)alGetProcAddress("alGenAuxiliaryEffectSlots");
alDeleteAuxiliaryEffectSlots = (LPALDELETEAUXILIARYEFFECTSLOTS)alGetProcAddress("alDeleteAuxiliaryEffectSlots");
alIsAuxiliaryEffectSlot = (LPALISAUXILIARYEFFECTSLOT)alGetProcAddress("alIsAuxiliaryEffectSlot");;
alAuxiliaryEffectSloti = (LPALAUXILIARYEFFECTSLOTI)alGetProcAddress("alAuxiliaryEffectSloti");
alAuxiliaryEffectSlotf = (LPALAUXILIARYEFFECTSLOTF)alGetProcAddress("alAuxiliaryEffectSlotf");
} else {
common->Printf( "OpenAL: EFX extension not found\n" );
EFXAvailable = 0;
idSoundSystemLocal::s_useEAXReverb.SetBool( false );
alGenEffects = NULL;
alDeleteEffects = NULL;
alIsEffect = NULL;
alEffecti = NULL;
alEffectf = NULL;
alEffectfv = NULL;
alGenFilters = NULL;
alDeleteFilters = NULL;
alIsFilter = NULL;
alFilteri = NULL;
alFilterf = NULL;
alGenAuxiliaryEffectSlots = NULL;
alDeleteAuxiliaryEffectSlots = NULL;
alIsAuxiliaryEffectSlot = NULL;
alAuxiliaryEffectSloti = NULL;
alAuxiliaryEffectSlotf = NULL;
}
ALuint handle;
openalSourceCount = 0;
while ( openalSourceCount < 256 ) {
alGetError();
alGenSources( 1, &handle );
if ( alGetError() != AL_NO_ERROR ) {
break;
} else {
// store in source array
openalSources[openalSourceCount].handle = handle;
openalSources[openalSourceCount].startTime = 0;
openalSources[openalSourceCount].chan = NULL;
openalSources[openalSourceCount].inUse = false;
openalSources[openalSourceCount].looping = false;
// initialise sources
alSourcef( handle, AL_ROLLOFF_FACTOR, 0.0f );
// found one source
openalSourceCount++;
}
}
common->Printf( "OpenAL: found %d hardware voices\n", openalSourceCount );
// adjust source count to allow for at least eight stereo sounds to play
openalSourceCount -= 8;
useEFXReverb = idSoundSystemLocal::s_useEAXReverb.GetBool();
efxloaded = false;
}
cmdSystem->AddCommand( "listSounds", ListSounds_f, CMD_FL_SOUND, "lists all sounds" );
cmdSystem->AddCommand( "listSoundDecoders", ListSoundDecoders_f, CMD_FL_SOUND, "list active sound decoders" );
cmdSystem->AddCommand( "reloadSounds", SoundReloadSounds_f, CMD_FL_SOUND|CMD_FL_CHEAT, "reloads all sounds" );
cmdSystem->AddCommand( "testSound", TestSound_f, CMD_FL_SOUND | CMD_FL_CHEAT, "tests a sound", idCmdSystem::ArgCompletion_SoundName );
cmdSystem->AddCommand( "s_restart", SoundSystemRestart_f, CMD_FL_SOUND, "restarts the sound system" );
}
/*
===============
idSoundSystemLocal::Shutdown
===============
*/
void idSoundSystemLocal::Shutdown() {
ShutdownHW();
// EFX or not, the list needs to be cleared
EFXDatabase.Clear();
efxloaded = false;
// adjust source count back up to allow for freeing of all resources
openalSourceCount += 8;
for ( ALsizei i = 0; i < openalSourceCount; i++ ) {
// stop source
alSourceStop( openalSources[i].handle );
alSourcei( openalSources[i].handle, AL_BUFFER, 0 );
// delete source
alDeleteSources( 1, &openalSources[i].handle );
// clear entry in source array
openalSources[i].handle = 0;
openalSources[i].startTime = 0;
openalSources[i].chan = NULL;
openalSources[i].inUse = false;
openalSources[i].looping = false;
}
// destroy all the sounds (hardware buffers as well)
delete soundCache;
soundCache = NULL;
// destroy openal device and context
alcMakeContextCurrent( NULL );
alcDestroyContext( openalContext );
openalContext = NULL;
alcCloseDevice( openalDevice );
openalDevice = NULL;
idSampleDecoder::Shutdown();
}
/*
===============
idSoundSystemLocal::InitHW
===============
*/
bool idSoundSystemLocal::InitHW() {
int numSpeakers = s_numberOfSpeakers.GetInteger();
if (numSpeakers != 2 && numSpeakers != 6) {
common->Warning("invalid value for s_numberOfSpeakers. Use either 2 or 6");
numSpeakers = 2;
s_numberOfSpeakers.SetInteger(numSpeakers);
}
// DG: if OpenAL context couldn't be created (maybe there were no
// audio devices), keep audio disabled.
if ( s_noSound.GetBool() || openalContext == NULL ) {
return false;
}
// put the real number in there
s_numberOfSpeakers.SetInteger(numSpeakers);
isInitialized = true;
shutdown = false;
return true;
}
/*
===============
idSoundSystemLocal::ShutdownHW
===============
*/
bool idSoundSystemLocal::ShutdownHW() {
if ( !isInitialized ) {
return false;
}
shutdown = true; // don't do anything at AsyncUpdate() time
Sys_Sleep( 100 ); // sleep long enough to make sure any async sound talking to hardware has returned
common->Printf( "Shutting down sound hardware\n" );
isInitialized = false;
if ( graph ) {
Mem_Free( graph );
graph = NULL;
}
return true;
}
/*
===============
idSoundSystemLocal::CheckDeviceAndRecoverIfNeeded
DG: returns true if openalDevice is still available,
otherwise it will try to recover the device and return false while it's gone
(display audio sound devices sometimes disappear for a few seconds when switching resolution)
===============
*/
bool idSoundSystemLocal::CheckDeviceAndRecoverIfNeeded()
{
static const int maxRetries = 20;
if ( alcResetDeviceSOFT == NULL ) {
return true; // we can't check or reset, just pretend everything is fine..
}
unsigned int curTime = Sys_Milliseconds();
if ( curTime - lastCheckTime >= 1000 ) // check once per second
{
lastCheckTime = curTime;
ALCint connected; // ALC_CONNECTED needs ALC_EXT_disconnect (we check for that in Init())
alcGetIntegerv( openalDevice, ALC_CONNECTED, 1, &connected );
if ( connected ) {
resetRetryCount = 0;
return true;
}
if ( resetRetryCount == 0 ) {
common->Warning( "OpenAL device disconnected! Will try to reconnect.." );
resetRetryCount = 1;
} else if ( resetRetryCount > maxRetries ) { // give up after 20 seconds
if ( resetRetryCount == maxRetries+1 ) {
common->Warning( "OpenAL device still disconnected! Giving up!" );
++resetRetryCount; // this makes sure the warning is only shown once
// TODO: can we shut down sound without things blowing up?
// if we can, we could do that if we don't have alcResetDeviceSOFT but ALC_EXT_disconnect
}
return false;
}
if ( alcResetDeviceSOFT( openalDevice, NULL ) ) {
common->Printf( "OpenAL: resetting device succeeded!\n" );
resetRetryCount = 0;
return true;
}
++resetRetryCount;
return false;
}
return resetRetryCount == 0; // if it's 0, state on last check was ok
}
/*
===============
idSoundSystemLocal::GetCurrent44kHzTime
===============
*/
int idSoundSystemLocal::GetCurrent44kHzTime( void ) const {
if ( isInitialized ) {
return CurrentSoundTime;
} else {
// NOTE: this would overflow 31bits within about 1h20
//return ( ( Sys_Milliseconds()*441 ) / 10 ) * 4;
return idMath::FtoiFast( (float)Sys_Milliseconds() * 176.4f );
}
}
/*
===================
idSoundSystemLocal::AsyncMix
Mac OSX version. The system uses it's own thread and an IOProc callback
===================
*/
int idSoundSystemLocal::AsyncMix( int soundTime, float *mixBuffer ) {
int inTime, numSpeakers;
if ( !isInitialized || shutdown ) {
return 0;
}
inTime = Sys_Milliseconds();
numSpeakers = s_numberOfSpeakers.GetInteger();
// let the active sound world mix all the channels in unless muted or avi demo recording
if ( !muted && currentSoundWorld && !currentSoundWorld->fpa[0] ) {
currentSoundWorld->MixLoop( soundTime, numSpeakers, mixBuffer );
}
CurrentSoundTime = soundTime;
return Sys_Milliseconds() - inTime;
}
/*
===================
idSoundSystemLocal::AsyncUpdate
called from async sound thread when com_asyncSound == 2
DG: using this for the "traditional" sound updates that
only happen about every 100ms (and lead to delays between 1 and 110ms between
starting a sound in gamecode and it being played), for people who like that..
===================
*/
int idSoundSystemLocal::AsyncUpdate( int inTime ) {
if ( !isInitialized || shutdown ) {
return 0;
}
ulong dwCurrentWritePos;
dword dwCurrentBlock;
// here we do it in samples ( overflows in 27 hours or so )
dwCurrentWritePos = idMath::Ftol( (float)Sys_Milliseconds() * 44.1f ) % ( MIXBUFFER_SAMPLES * ROOM_SLICES_IN_BUFFER );
dwCurrentBlock = dwCurrentWritePos / MIXBUFFER_SAMPLES;
if ( nextWriteBlock == 0xffffffff ) {
nextWriteBlock = dwCurrentBlock;
}
if ( dwCurrentBlock != nextWriteBlock ) {
return 0;
}
soundStats.runs++;
soundStats.activeSounds = 0;
int numSpeakers = s_numberOfSpeakers.GetInteger();
nextWriteBlock++;
nextWriteBlock %= ROOM_SLICES_IN_BUFFER;
int newPosition = nextWriteBlock * MIXBUFFER_SAMPLES;
if ( newPosition < olddwCurrentWritePos ) {
buffers++; // buffer wrapped
}
// nextWriteSample is in multi-channel samples inside the buffer
int nextWriteSamples = nextWriteBlock * MIXBUFFER_SAMPLES;
olddwCurrentWritePos = newPosition;
// newSoundTime is in multi-channel samples since the sound system was started
int newSoundTime = ( buffers * MIXBUFFER_SAMPLES * ROOM_SLICES_IN_BUFFER ) + nextWriteSamples;
// check for impending overflow
// FIXME: we don't handle sound wrap-around correctly yet
if ( newSoundTime > 0x6fffffff ) {
buffers = 0;
}
if ( (newSoundTime - CurrentSoundTime) > (int)MIXBUFFER_SAMPLES ) {
soundStats.missedWindow++;
}
// enable audio hardware caching
alcSuspendContext( openalContext );
// let the active sound world mix all the channels in unless muted or avi demo recording
if ( !muted && currentSoundWorld && !currentSoundWorld->fpa[0] ) {
currentSoundWorld->MixLoop( newSoundTime, numSpeakers, finalMixBuffer );
}
// disable audio hardware caching (this updates ALL settings since last alcSuspendContext)
alcProcessContext( openalContext );
CurrentSoundTime = newSoundTime;
soundStats.timeinprocess = Sys_Milliseconds() - inTime;
return soundStats.timeinprocess;
}
/*
===================
idSoundSystemLocal::AsyncUpdateWrite
DG: using this now for 60Hz sound updates
called from async sound thread when com_asyncSound is 3 or 1
also called from main thread if com_asyncSound == 0
(those were the default values used in dhewm3 on unix-likes (except mac) or rest)
with this, once every async tic new sounds are started and existing ones updated,
instead of once every ~100ms.
===================
*/
int idSoundSystemLocal::AsyncUpdateWrite( int inTime ) {
if ( !isInitialized || shutdown ) {
return 0;
}
// inTime is in milliseconds and if running for long enough that overflows,
// when multiplying with 44.1 it overflows even sooner, so use int64 at first
// (and double because float doesn't have good precision at bigger numbers)
// and then manually truncate to regular int afterwards - this should at least
// prevent sampleTime becoming negative (as long as inTime is not)
long long int sampleTime64 = double( inTime ) * 44.1;
// furthermore, sampleTime should be divisible by 8
// (at least by 4 for handling 11kHz samples) so round to nearest multiple of 8
sampleTime64 = (sampleTime64 + 4) & ~(long long int)7;
const int sampleTime = sampleTime64 & INT_MAX;
int numSpeakers = s_numberOfSpeakers.GetInteger();
// enable audio hardware caching
alcSuspendContext( openalContext );
// let the active sound world mix all the channels in unless muted or avi demo recording
if ( !muted && currentSoundWorld && !currentSoundWorld->fpa[0] ) {
currentSoundWorld->MixLoop( sampleTime, numSpeakers, finalMixBuffer );
}
// disable audio hardware caching (this updates ALL settings since last alcSuspendContext)
alcProcessContext( openalContext );
CurrentSoundTime = sampleTime;
return Sys_Milliseconds() - inTime;
}
/*
===================
idSoundSystemLocal::dB2Scale
===================
*/
float idSoundSystemLocal::dB2Scale( const float val ) const {
if ( val == 0.0f ) {
return 1.0f; // most common
} else if ( val <= -60.0f ) {
return 0.0f;
} else if ( val >= 60.0f ) {
return powf( 2.0f, val * ( 1.0f / 6.0f ) );
}
int ival = (int)( ( val + 60.0f ) * 10.0f );
return volumesDB[ival];
}
/*
===================
idSoundSystemLocal::ImageForTime
===================
*/
cinData_t idSoundSystemLocal::ImageForTime( const int milliseconds, const bool waveform ) {
cinData_t ret;
int i, j;
if ( !isInitialized ) {
memset( &ret, 0, sizeof( ret ) );
return ret;
}
Sys_EnterCriticalSection();
if ( !graph ) {
graph = (dword *)Mem_Alloc( 256*128 * 4);
}
memset( graph, 0, 256*128 * 4 );
float *accum = finalMixBuffer; // unfortunately, these are already clamped
int time = Sys_Milliseconds();
int numSpeakers = s_numberOfSpeakers.GetInteger();
if ( !waveform ) {
for( j = 0; j < numSpeakers; j++ ) {
int meter = 0;
for( i = 0; i < MIXBUFFER_SAMPLES; i++ ) {
float result = idMath::Fabs(accum[i*numSpeakers+j]);
if ( result > meter ) {
meter = result;
}
}
meter /= 256; // 32768 becomes 128
if ( meter > 128 ) {
meter = 128;
}
int offset;
int xsize;
if ( numSpeakers == 6 ) {
offset = j * 40;
xsize = 20;
} else {
offset = j * 128;
xsize = 63;
}
int x,y;
dword color = 0xff00ff00;
for ( y = 0; y < 128; y++ ) {
for ( x = 0; x < xsize; x++ ) {
graph[(127-y)*256 + offset + x ] = color;
}
#if 0
if ( y == 80 ) {
color = 0xff00ffff;
} else if ( y == 112 ) {
color = 0xff0000ff;
}
#endif
if ( y > meter ) {
break;
}
}
if ( meter > meterTops[j] ) {
meterTops[j] = meter;
meterTopsTime[j] = time + s_meterTopTime.GetInteger();
} else if ( time > meterTopsTime[j] && meterTops[j] > 0 ) {
meterTops[j]--;
if (meterTops[j]) {
meterTops[j]--;
}
}
}
for( j = 0; j < numSpeakers; j++ ) {
int meter = meterTops[j];
int offset;
int xsize;
if ( numSpeakers == 6 ) {
offset = j*40;
xsize = 20;
} else {
offset = j*128;
xsize = 63;
}
int x,y;
dword color;
if ( meter <= 80 ) {
color = 0xff007f00;
} else if ( meter <= 112 ) {
color = 0xff007f7f;
} else {
color = 0xff00007f;
}
for ( y = meter; y < 128 && y < meter + 4; y++ ) {
for ( x = 0; x < xsize; x++ ) {
graph[(127-y)*256 + offset + x ] = color;
}
}
}
} else {
dword colors[] = { 0xff007f00, 0xff007f7f, 0xff00007f, 0xff00ff00, 0xff00ffff, 0xff0000ff };
for( j = 0; j < numSpeakers; j++ ) {
int xx = 0;
float fmeter;
int step = MIXBUFFER_SAMPLES / 256;
for( i = 0; i < MIXBUFFER_SAMPLES; i += step ) {
fmeter = 0.0f;
for( int x = 0; x < step; x++ ) {
float result = accum[(i+x)*numSpeakers+j];
result = result / 32768.0f;
fmeter += result;
}
fmeter /= 4.0f;
if ( fmeter < -1.0f ) {
fmeter = -1.0f;
} else if ( fmeter > 1.0f ) {
fmeter = 1.0f;
}
int meter = (fmeter * 63.0f);
graph[ (meter + 64) * 256 + xx ] = colors[j];
if ( meter < 0 ) {
meter = -meter;
}
if ( meter > meterTops[xx] ) {
meterTops[xx] = meter;
meterTopsTime[xx] = time + 100;
} else if ( time>meterTopsTime[xx] && meterTops[xx] > 0 ) {
meterTops[xx]--;
if ( meterTops[xx] ) {
meterTops[xx]--;
}
}
xx++;
}
}
for( i = 0; i < 256; i++ ) {
int meter = meterTops[i];
for ( int y = -meter; y < meter; y++ ) {
graph[ (y+64)*256 + i ] = colors[j];
}
}
}
ret.imageHeight = 128;
ret.imageWidth = 256;
ret.image = (unsigned char *)graph;
Sys_LeaveCriticalSection();
return ret;
}
/*
===================
idSoundSystemLocal::GetSoundDecoderInfo
===================
*/
int idSoundSystemLocal::GetSoundDecoderInfo( int index, soundDecoderInfo_t &decoderInfo ) {
int i, j, firstEmitter, firstChannel;
idSoundWorldLocal *sw = soundSystemLocal.currentSoundWorld;
if ( index < 0 ) {
firstEmitter = 0;
firstChannel = 0;
} else {
firstEmitter = index / SOUND_MAX_CHANNELS;
firstChannel = index - firstEmitter * SOUND_MAX_CHANNELS + 1;
}
for ( i = firstEmitter; i < sw->emitters.Num(); i++ ) {
idSoundEmitterLocal *sound = sw->emitters[i];
if ( !sound ) {
continue;
}
// run through all the channels
for ( j = firstChannel; j < SOUND_MAX_CHANNELS; j++ ) {
idSoundChannel *chan = &sound->channels[j];
if ( chan->decoder == NULL ) {
continue;
}
idSoundSample *sample = chan->decoder->GetSample();
if ( sample == NULL ) {
continue;
}
decoderInfo.name = sample->name;
decoderInfo.format = ( sample->objectInfo.wFormatTag == WAVE_FORMAT_TAG_OGG ) ? "OGG" : "WAV";
decoderInfo.numChannels = sample->objectInfo.nChannels;
decoderInfo.numSamplesPerSecond = sample->objectInfo.nSamplesPerSec;
decoderInfo.num44kHzSamples = sample->LengthIn44kHzSamples();
decoderInfo.numBytes = sample->objectMemSize;
decoderInfo.looping = ( chan->parms.soundShaderFlags & SSF_LOOPING ) != 0;
decoderInfo.lastVolume = chan->lastVolume;
decoderInfo.start44kHzTime = chan->trigger44kHzTime;
decoderInfo.current44kHzTime = soundSystemLocal.GetCurrent44kHzTime();
return ( i * SOUND_MAX_CHANNELS + j );
}
firstChannel = 0;
}
return -1;
}
/*
===================
idSoundSystemLocal::AllocSoundWorld
===================
*/
idSoundWorld *idSoundSystemLocal::AllocSoundWorld( idRenderWorld *rw ) {
idSoundWorldLocal *local = new idSoundWorldLocal;
local->Init( rw );
return local;
}
/*
===================
idSoundSystemLocal::SetMute
===================
*/
void idSoundSystemLocal::SetMute( bool muteOn ) {
muted = muteOn;
}
/*
===================
idSoundSystemLocal::SamplesToMilliseconds
===================
*/
int idSoundSystemLocal::SamplesToMilliseconds( int samples ) const {
return ( samples / (PRIMARYFREQ/1000) );
}
/*
===================
idSoundSystemLocal::SamplesToMilliseconds
===================
*/
int idSoundSystemLocal::MillisecondsToSamples( int ms ) const {
return ( ms * (PRIMARYFREQ/1000) );
}
/*
===================
idSoundSystemLocal::SetPlayingSoundWorld
specifying NULL will cause silence to be played
===================
*/
void idSoundSystemLocal::SetPlayingSoundWorld( idSoundWorld *soundWorld ) {
currentSoundWorld = static_cast<idSoundWorldLocal *>(soundWorld);
}
/*
===================
idSoundSystemLocal::GetPlayingSoundWorld
===================
*/
idSoundWorld *idSoundSystemLocal::GetPlayingSoundWorld( void ) {
return currentSoundWorld;
}
/*
===================
idSoundSystemLocal::BeginLevelLoad
===================
*/
void idSoundSystemLocal::BeginLevelLoad() {
if ( !isInitialized ) {
return;
}
soundCache->BeginLevelLoad();
if ( efxloaded ) {
EFXDatabase.Clear();
efxloaded = false;
}
}
/*
===================
idSoundSystemLocal::EndLevelLoad
===================
*/
void idSoundSystemLocal::EndLevelLoad( const char *mapstring ) {
if ( !isInitialized ) {
return;
}
soundCache->EndLevelLoad();
if (!useEFXReverb)
return;
idStr efxname( "efxs/" );
idStr mapname( mapstring );
mapname.SetFileExtension( ".efx" );
mapname.StripPath();
efxname += mapname;
efxloaded = EFXDatabase.LoadFile( efxname );
if ( efxloaded ) {
common->Printf("sound: found %s\n", efxname.c_str() );
} else {
common->Printf("sound: missing %s\n", efxname.c_str() );
}
}
/*
===================
idSoundSystemLocal::AllocOpenALSource
===================
*/
ALuint idSoundSystemLocal::AllocOpenALSource( idSoundChannel *chan, bool looping, bool stereo ) {
int timeOldestZeroVolSingleShot = Sys_Milliseconds();
int timeOldestZeroVolLooping = Sys_Milliseconds();
int timeOldestSingle = Sys_Milliseconds();
int iOldestZeroVolSingleShot = -1;
int iOldestZeroVolLooping = -1;
int iOldestSingle = -1;
int iUnused = -1;
int index = -1;
ALsizei i;
// Grab current msec time
int time = Sys_Milliseconds();
// Cycle through all sources
for ( i = 0; i < openalSourceCount; i++ ) {
// Use any unused source first,
// Then find oldest single shot quiet source,
// Then find oldest looping quiet source and
// Lastly find oldest single shot non quiet source..
if ( !openalSources[i].inUse ) {
iUnused = i;
break;
} else if ( !openalSources[i].looping && openalSources[i].chan->lastVolume < SND_EPSILON ) {
if ( openalSources[i].startTime < timeOldestZeroVolSingleShot ) {
timeOldestZeroVolSingleShot = openalSources[i].startTime;
iOldestZeroVolSingleShot = i;
}
} else if ( openalSources[i].looping && openalSources[i].chan->lastVolume < SND_EPSILON ) {
if ( openalSources[i].startTime < timeOldestZeroVolLooping ) {
timeOldestZeroVolLooping = openalSources[i].startTime;
iOldestZeroVolLooping = i;
}
} else if ( !openalSources[i].looping ) {
if ( openalSources[i].startTime < timeOldestSingle ) {
timeOldestSingle = openalSources[i].startTime;
iOldestSingle = i;
}
}
}
if ( iUnused != -1 ) {
index = iUnused;
} else if ( iOldestZeroVolSingleShot != - 1 ) {
index = iOldestZeroVolSingleShot;
} else if ( iOldestZeroVolLooping != -1 ) {
index = iOldestZeroVolLooping;
} else if ( iOldestSingle != -1 ) {
index = iOldestSingle;
}
if ( index != -1 ) {
// stop the channel that is being ripped off
if ( openalSources[index].chan ) {
// stop the channel only when not looping
if ( !openalSources[index].looping ) {
openalSources[index].chan->Stop();
} else {
openalSources[index].chan->triggered = true;
}
// Free hardware resources
openalSources[index].chan->ALStop();
}
// Initialize structure
openalSources[index].startTime = time;
openalSources[index].chan = chan;
openalSources[index].inUse = true;
openalSources[index].looping = looping;
openalSources[index].stereo = stereo;
return openalSources[index].handle;
} else {
return 0;
}
}
/*
===================
idSoundSystemLocal::FreeOpenALSource
===================
*/
void idSoundSystemLocal::FreeOpenALSource( ALuint handle ) {
ALsizei i;
for ( i = 0; i < openalSourceCount; i++ ) {
if ( openalSources[i].handle == handle ) {
if ( openalSources[i].chan ) {
openalSources[i].chan->openalSource = 0;
}
// Initialize structure
openalSources[i].startTime = 0;
openalSources[i].chan = NULL;
openalSources[i].inUse = false;
openalSources[i].looping = false;
openalSources[i].stereo = false;
}
}
}
/*
============================================================
SoundFX and misc effects
============================================================
*/
/*
===================
idSoundSystemLocal::ProcessSample
===================
*/
void SoundFX_Lowpass::ProcessSample( float* in, float* out ) {
float c, a1, a2, a3, b1, b2;
float resonance = idSoundSystemLocal::s_enviroSuitCutoffQ.GetFloat();
float cutoffFrequency = idSoundSystemLocal::s_enviroSuitCutoffFreq.GetFloat();
Initialize();
c = 1.0 / idMath::Tan16( idMath::PI * cutoffFrequency / 44100 );
// compute coefs
a1 = 1.0 / ( 1.0 + resonance * c + c * c );
a2 = 2* a1;
a3 = a1;
b1 = 2.0 * ( 1.0 - c * c) * a1;
b2 = ( 1.0 - resonance * c + c * c ) * a1;
// compute output value
out[0] = a1 * in[0] + a2 * in[-1] + a3 * in[-2] - b1 * out[-1] - b2 * out[-2];
}
void SoundFX_LowpassFast::ProcessSample( float* in, float* out ) {
// compute output value
out[0] = a1 * in[0] + a2 * in[-1] + a3 * in[-2] - b1 * out[-1] - b2 * out[-2];
}
void SoundFX_LowpassFast::SetParms( float p1, float p2, float p3 ) {
float c;
// set the vars
freq = p1;
res = p2;
// precompute the coefs
c = 1.0 / idMath::Tan( idMath::PI * freq / 44100 );
// compute coefs
a1 = 1.0 / ( 1.0 + res * c + c * c );
a2 = 2* a1;
a3 = a1;
b1 = 2.0 * ( 1.0 - c * c) * a1;
b2 = ( 1.0 - res * c + c * c ) * a1;
}
void SoundFX_Comb::Initialize() {
if ( initialized )
return;
initialized = true;
maxlen = 50000;
buffer = new float[maxlen];
currentTime = 0;
}
void SoundFX_Comb::ProcessSample( float* in, float* out ) {
float gain = idSoundSystemLocal::s_reverbFeedback.GetFloat();
int len = idSoundSystemLocal::s_reverbTime.GetFloat() + param;
Initialize();
// sum up and output
out[0] = buffer[currentTime];
buffer[currentTime] = buffer[currentTime] * gain + in[0];
// increment current time
currentTime++;
if ( currentTime >= len )
currentTime -= len;
}
/*
===================
idSoundSystemLocal::DoEnviroSuit
===================
*/
void idSoundSystemLocal::DoEnviroSuit( float* samples, int numSamples, int numSpeakers ) {
float out[10000], *out_p = out + 2;
float in[10000], *in_p = in + 2;
// TODO port to OpenAL
assert( false );
if ( !fxList.Num() ) {
for ( int i = 0; i < 6; i++ ) {
SoundFX* fx;
// lowpass filter
fx = new SoundFX_Lowpass();
fx->SetChannel( i );
fxList.Append( fx );
// comb
fx = new SoundFX_Comb();
fx->SetChannel( i );
fx->SetParameter( i * 100 );
fxList.Append( fx );
// comb
fx = new SoundFX_Comb();
fx->SetChannel( i );
fx->SetParameter( i * 100 + 5 );
fxList.Append( fx );
}
}
for ( int i = 0; i < numSpeakers; i++ ) {
int j;
// restore previous samples
memset( in, 0, 10000 * sizeof( float ) );
memset( out, 0, 10000 * sizeof( float ) );
// fx loop
for ( int k = 0; k < fxList.Num(); k++ ) {
SoundFX* fx = fxList[k];
// skip if we're not the right channel
if ( fx->GetChannel() != i )
continue;
// get samples and continuity
fx->GetContinuitySamples( in_p[-1], in_p[-2], out_p[-1], out_p[-2] );
for ( j = 0; j < numSamples; j++ ) {
in_p[j] = samples[j * numSpeakers + i] * s_enviroSuitVolumeScale.GetFloat();
}
// process fx loop
for ( j = 0; j < numSamples; j++ ) {
fx->ProcessSample( in_p + j, out_p + j );
}
// store samples and continuity
fx->SetContinuitySamples( in_p[numSamples-2], in_p[numSamples-3], out_p[numSamples-2], out_p[numSamples-3] );
for ( j = 0; j < numSamples; j++ ) {
samples[j * numSpeakers + i] = out_p[j];
}
}
}
}
/*
=================
idSoundSystemLocal::PrintMemInfo
=================
*/
void idSoundSystemLocal::PrintMemInfo( MemInfo_t *mi ) {
soundCache->PrintMemInfo( mi );
}
/*
===============
idSoundSystemLocal::IsEFXAvailable
===============
*/
int idSoundSystemLocal::IsEFXAvailable( void ) {
#if defined(ID_DEDICATED)
return -1;
#else
return EFXAvailable;
#endif
}