mirror of
https://github.com/dhewm/dhewm3.git
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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
1228 lines
31 KiB
C++
1228 lines
31 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/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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idSoundFade::Clear
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===================
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*/
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void idSoundFade::Clear() {
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fadeStart44kHz = 0;
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fadeEnd44kHz = 0;
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fadeStartVolume = 0;
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fadeEndVolume = 0;
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}
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/*
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===================
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idSoundFade::FadeDbAt44kHz
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===================
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*/
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float idSoundFade::FadeDbAt44kHz( int current44kHz ) {
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float fadeDb;
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if ( current44kHz >= fadeEnd44kHz ) {
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fadeDb = fadeEndVolume;
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} else if ( current44kHz > fadeStart44kHz ) {
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float fraction = ( fadeEnd44kHz - fadeStart44kHz );
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float over = ( current44kHz - fadeStart44kHz );
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fadeDb = fadeStartVolume + ( fadeEndVolume - fadeStartVolume ) * over / fraction;
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} else {
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fadeDb = fadeStartVolume;
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}
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return fadeDb;
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}
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//========================================================================
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/*
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=======================
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GeneratePermutedList
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Fills in elements[0] .. elements[numElements-1] with a permutation of
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0 .. numElements-1 based on the permute parameter
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numElements == 3
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maxPermute = 6
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permute 0 = 012
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permute 1 = 021
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permute 2 = 102
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permute 3 = 120
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permute 4 = 201
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permute 5 = 210
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=======================
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*/
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void PermuteList_r( int *list, int listLength, int permute, int maxPermute ) {
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if ( listLength < 2 ) {
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return;
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}
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permute %= maxPermute;
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int swap = permute * listLength / maxPermute;
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int old = list[swap];
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list[swap] = list[0];
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list[0] = old;
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maxPermute /= listLength;
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PermuteList_r( list + 1, listLength - 1, permute, maxPermute );
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}
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int Factorial( int val ) {
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int fact = val;
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while ( val > 1 ) {
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val--;
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fact *= val;
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}
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return fact;
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}
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void GeneratePermutedList( int *list, int listLength, int permute ) {
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for ( int i = 0 ; i < listLength ; i++ ) {
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list[i] = i;
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}
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// we can't calculate > 12 factorial, so we can't easily build a permuted list
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if ( listLength > 12 ) {
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return;
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}
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// calculate listLength factorial
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int maxPermute = Factorial( listLength );
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// recursively permute
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PermuteList_r( list, listLength, permute, maxPermute );
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}
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void TestPermutations( void ) {
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int list[SOUND_MAX_LIST_WAVS];
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for ( int len = 1 ; len < 5 ; len++ ) {
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common->Printf( "list length: %i\n", len );
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int max = Factorial( len );
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for ( int j = 0 ; j < max * 2 ; j++ ) {
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GeneratePermutedList( list, len, j );
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common->Printf( "%4i : ", j );
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for ( int k = 0 ; k < len ; k++ ) {
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common->Printf( "%i", list[k] );
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}
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common->Printf( "\n" );
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}
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}
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}
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//=====================================================================================
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/*
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===================
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idSoundChannel::idSoundChannel
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===================
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*/
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idSoundChannel::idSoundChannel( void ) {
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decoder = NULL;
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Clear();
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}
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/*
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===================
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idSoundChannel::~idSoundChannel
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===================
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*/
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idSoundChannel::~idSoundChannel( void ) {
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Clear();
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}
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/*
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===================
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idSoundChannel::Clear
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===================
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*/
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void idSoundChannel::Clear( void ) {
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int j;
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Stop();
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soundShader = NULL;
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lastVolume = 0.0f;
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triggerChannel = SCHANNEL_ANY;
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channelFade.Clear();
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diversity = 0.0f;
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leadinSample = NULL;
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trigger44kHzTime = 0;
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for( j = 0; j < 6; j++ ) {
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lastV[j] = 0.0f;
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}
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memset( &parms, 0, sizeof(parms) );
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triggered = false;
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openalSource = 0;
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openalStreamingOffset = 0;
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openalStreamingBuffer[0] = openalStreamingBuffer[1] = openalStreamingBuffer[2] = 0;
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lastopenalStreamingBuffer[0] = lastopenalStreamingBuffer[1] = lastopenalStreamingBuffer[2] = 0;
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}
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/*
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===================
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idSoundChannel::Start
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===================
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*/
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void idSoundChannel::Start( void ) {
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triggerState = true;
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if ( decoder == NULL ) {
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decoder = idSampleDecoder::Alloc();
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}
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}
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/*
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===================
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idSoundChannel::Stop
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===================
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*/
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void idSoundChannel::Stop( void ) {
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triggerState = false;
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if ( decoder != NULL ) {
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idSampleDecoder::Free( decoder );
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decoder = NULL;
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}
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}
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/*
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===================
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idSoundChannel::ALStop
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===================
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*/
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void idSoundChannel::ALStop( void ) {
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if ( alIsSource( openalSource ) ) {
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alSourceStop( openalSource );
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alSourcei( openalSource, AL_BUFFER, 0 );
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soundSystemLocal.FreeOpenALSource( openalSource );
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}
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if ( openalStreamingBuffer[0] && openalStreamingBuffer[1] && openalStreamingBuffer[2] ) {
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alGetError();
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alDeleteBuffers( 3, &openalStreamingBuffer[0] );
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if ( alGetError() == AL_NO_ERROR ) {
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openalStreamingBuffer[0] = openalStreamingBuffer[1] = openalStreamingBuffer[2] = 0;
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}
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}
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if ( lastopenalStreamingBuffer[0] && lastopenalStreamingBuffer[1] && lastopenalStreamingBuffer[2] ) {
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alGetError();
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alDeleteBuffers( 3, &lastopenalStreamingBuffer[0] );
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if ( alGetError() == AL_NO_ERROR ) {
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lastopenalStreamingBuffer[0] = lastopenalStreamingBuffer[1] = lastopenalStreamingBuffer[2] = 0;
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}
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}
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}
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/*
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===================
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idSoundChannel::GatherChannelSamples
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Will always return 44kHz samples for the given range, even if it deeply looped or
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out of the range of the unlooped samples. Handles looping between multiple different
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samples and leadins
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===================
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*/
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void idSoundChannel::GatherChannelSamples( int sampleOffset44k, int sampleCount44k, float *dest ) const {
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float *dest_p = dest;
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int len;
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//Sys_DebugPrintf( "msec:%i sample:%i : %i : %i\n", Sys_Milliseconds(), soundSystemLocal.GetCurrent44kHzTime(), sampleOffset44k, sampleCount44k ); //!@#
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// negative offset times will just zero fill
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if ( sampleOffset44k < 0 ) {
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len = -sampleOffset44k;
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if ( len > sampleCount44k ) {
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len = sampleCount44k;
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}
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memset( dest_p, 0, len * sizeof( dest_p[0] ) );
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dest_p += len;
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sampleCount44k -= len;
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sampleOffset44k += len;
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}
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// grab part of the leadin sample
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idSoundSample *leadin = leadinSample;
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if ( !leadin || sampleOffset44k < 0 || sampleCount44k <= 0 ) {
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memset( dest_p, 0, sampleCount44k * sizeof( dest_p[0] ) );
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return;
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}
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if ( sampleOffset44k < leadin->LengthIn44kHzSamples() ) {
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len = leadin->LengthIn44kHzSamples() - sampleOffset44k;
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if ( len > sampleCount44k ) {
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len = sampleCount44k;
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}
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// decode the sample
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decoder->Decode( leadin, sampleOffset44k, len, dest_p );
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dest_p += len;
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sampleCount44k -= len;
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sampleOffset44k += len;
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}
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// if not looping, zero fill any remaining spots
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if ( !soundShader || !( parms.soundShaderFlags & SSF_LOOPING ) ) {
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memset( dest_p, 0, sampleCount44k * sizeof( dest_p[0] ) );
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return;
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}
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// fill the remainder with looped samples
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idSoundSample *loop = soundShader->entries[0];
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if ( !loop ) {
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memset( dest_p, 0, sampleCount44k * sizeof( dest_p[0] ) );
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return;
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}
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sampleOffset44k -= leadin->LengthIn44kHzSamples();
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while( sampleCount44k > 0 ) {
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int totalLen = loop->LengthIn44kHzSamples();
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sampleOffset44k %= totalLen;
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len = totalLen - sampleOffset44k;
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if ( len > sampleCount44k ) {
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len = sampleCount44k;
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}
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// decode the sample
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decoder->Decode( loop, sampleOffset44k, len, dest_p );
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dest_p += len;
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sampleCount44k -= len;
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sampleOffset44k += len;
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}
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}
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//=====================================================================================
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/*
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===============
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idSoundEmitterLocal::idSoundEmitterLocal
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===============
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*/
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idSoundEmitterLocal::idSoundEmitterLocal( void ) {
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soundWorld = NULL;
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Clear();
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}
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/*
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===============
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idSoundEmitterLocal::~idSoundEmitterLocal
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===============
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*/
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idSoundEmitterLocal::~idSoundEmitterLocal( void ) {
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Clear();
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}
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/*
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===============
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idSoundEmitterLocal::Clear
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===============
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*/
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void idSoundEmitterLocal::Clear( void ) {
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int i;
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for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) {
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channels[i].ALStop();
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channels[i].Clear();
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}
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removeStatus = REMOVE_STATUS_SAMPLEFINISHED;
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distance = 0.0f;
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lastValidPortalArea = -1;
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playing = false;
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hasShakes = false;
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ampTime = 0; // last time someone queried
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amplitude = 0;
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maxDistance = 10.0f; // meters
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spatializedOrigin.Zero();
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memset( &parms, 0, sizeof( parms ) );
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}
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/*
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==================
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idSoundEmitterLocal::OverrideParms
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==================
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*/
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void idSoundEmitterLocal::OverrideParms( const soundShaderParms_t *base,
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const soundShaderParms_t *over, soundShaderParms_t *out ) {
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if ( !over ) {
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*out = *base;
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return;
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}
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if ( over->minDistance ) {
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out->minDistance = over->minDistance;
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} else {
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out->minDistance = base->minDistance;
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}
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if ( over->maxDistance ) {
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out->maxDistance = over->maxDistance;
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} else {
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out->maxDistance = base->maxDistance;
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}
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if ( over->shakes ) {
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out->shakes = over->shakes;
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} else {
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out->shakes = base->shakes;
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}
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if ( over->volume ) {
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out->volume = over->volume;
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} else {
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out->volume = base->volume;
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}
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if ( over->soundClass ) {
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out->soundClass = over->soundClass;
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} else {
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out->soundClass = base->soundClass;
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}
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out->soundShaderFlags = base->soundShaderFlags | over->soundShaderFlags;
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}
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/*
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==================
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idSoundEmitterLocal::CheckForCompletion
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Checks to see if all the channels have completed, clearing the playing flag if necessary.
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Sets the playing and shakes bools.
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==================
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*/
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void idSoundEmitterLocal::CheckForCompletion( int current44kHzTime ) {
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bool hasActive;
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int i;
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hasActive = false;
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hasShakes = false;
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if ( playing ) {
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for ( i = 0; i < SOUND_MAX_CHANNELS; i++ ) {
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idSoundChannel *chan = &channels[i];
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if ( !chan->triggerState ) {
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continue;
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}
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const idSoundShader *shader = chan->soundShader;
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if ( !shader ) {
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continue;
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}
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// see if this channel has completed
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if ( !( chan->parms.soundShaderFlags & SSF_LOOPING ) ) {
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ALint state = AL_PLAYING;
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if ( alIsSource( chan->openalSource ) ) {
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alGetSourcei( chan->openalSource, AL_SOURCE_STATE, &state );
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}
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idSlowChannel slow = GetSlowChannel( chan );
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if ( soundWorld->slowmoActive && slow.IsActive() ) {
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if ( slow.GetCurrentPosition().time >= chan->leadinSample->LengthIn44kHzSamples() / 2 ) {
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chan->Stop();
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// if this was an onDemand sound, purge the sample now
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if ( chan->leadinSample->onDemand ) {
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chan->leadinSample->PurgeSoundSample();
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}
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continue;
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}
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} else if ( ( chan->trigger44kHzTime + chan->leadinSample->LengthIn44kHzSamples() < current44kHzTime ) || ( state == AL_STOPPED ) ) {
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chan->Stop();
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// free hardware resources
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chan->ALStop();
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// if this was an onDemand sound, purge the sample now
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if ( chan->leadinSample->onDemand ) {
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chan->leadinSample->PurgeSoundSample();
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}
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continue;
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}
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}
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// free decoder memory if no sound was decoded for a while
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if ( chan->decoder != NULL && chan->decoder->GetLastDecodeTime() < current44kHzTime - SOUND_DECODER_FREE_DELAY ) {
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chan->decoder->ClearDecoder();
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}
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hasActive = true;
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if ( chan->parms.shakes > 0.0f ) {
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hasShakes = true;
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}
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}
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}
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// mark the entire sound emitter as non-playing if there aren't any active channels
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if ( !hasActive ) {
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playing = false;
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if ( removeStatus == REMOVE_STATUS_WAITSAMPLEFINISHED ) {
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// this can now be reused by the next request for a new soundEmitter
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removeStatus = REMOVE_STATUS_SAMPLEFINISHED;
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}
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}
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}
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/*
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===================
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idSoundEmitterLocal::Spatialize
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Called once each sound frame by the main thread from idSoundWorldLocal::PlaceOrigin
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===================
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*/
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void idSoundEmitterLocal::Spatialize( idVec3 listenerPos, int listenerArea, idRenderWorld *rw ) {
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int i;
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//
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// work out the maximum distance of all the playing channels
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//
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maxDistance = 0;
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for ( i = 0; i < SOUND_MAX_CHANNELS; i++ ) {
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idSoundChannel *chan = &channels[i];
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if ( !chan->triggerState ) {
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continue;
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}
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if ( chan->parms.maxDistance > maxDistance ) {
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maxDistance = chan->parms.maxDistance;
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}
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}
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//
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// work out where the sound comes from
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//
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idVec3 realOrigin = origin * DOOM_TO_METERS;
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idVec3 len = listenerPos - realOrigin;
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realDistance = len.LengthFast();
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if ( realDistance >= maxDistance ) {
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// no way to possibly hear it
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distance = realDistance;
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return;
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}
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//
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// work out virtual origin and distance, which may be from a portal instead of the actual origin
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//
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distance = maxDistance * METERS_TO_DOOM;
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if ( listenerArea == -1 ) { // listener is outside the world
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return;
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}
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if ( rw ) {
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// we have a valid renderWorld
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int soundInArea = rw->PointInArea( origin );
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if ( soundInArea == -1 ) {
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if ( lastValidPortalArea == -1 ) { // sound is outside the world
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distance = realDistance;
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spatializedOrigin = origin; // sound is in our area
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return;
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}
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soundInArea = lastValidPortalArea;
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}
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lastValidPortalArea = soundInArea;
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if ( soundInArea == listenerArea ) {
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distance = realDistance;
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spatializedOrigin = origin; // sound is in our area
|
|
return;
|
|
}
|
|
|
|
soundWorld->ResolveOrigin( 0, NULL, soundInArea, 0.0f, origin, this );
|
|
distance /= METERS_TO_DOOM;
|
|
} else {
|
|
// no portals available
|
|
distance = realDistance;
|
|
spatializedOrigin = origin; // sound is in our area
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========================================================================================
|
|
|
|
PUBLIC FUNCTIONS
|
|
|
|
===========================================================================================
|
|
*/
|
|
|
|
/*
|
|
=====================
|
|
idSoundEmitterLocal::UpdateEmitter
|
|
=====================
|
|
*/
|
|
void idSoundEmitterLocal::UpdateEmitter( const idVec3 &origin, int listenerId, const soundShaderParms_t *parms ) {
|
|
if ( !parms ) {
|
|
common->Error( "idSoundEmitterLocal::UpdateEmitter: NULL parms" );
|
|
}
|
|
if ( soundWorld && soundWorld->writeDemo ) {
|
|
soundWorld->writeDemo->WriteInt( DS_SOUND );
|
|
soundWorld->writeDemo->WriteInt( SCMD_UPDATE );
|
|
soundWorld->writeDemo->WriteInt( index );
|
|
soundWorld->writeDemo->WriteVec3( origin );
|
|
soundWorld->writeDemo->WriteInt( listenerId );
|
|
soundWorld->writeDemo->WriteFloat( parms->minDistance );
|
|
soundWorld->writeDemo->WriteFloat( parms->maxDistance );
|
|
soundWorld->writeDemo->WriteFloat( parms->volume );
|
|
soundWorld->writeDemo->WriteFloat( parms->shakes );
|
|
soundWorld->writeDemo->WriteInt( parms->soundShaderFlags );
|
|
soundWorld->writeDemo->WriteInt( parms->soundClass );
|
|
}
|
|
|
|
this->origin = origin;
|
|
this->listenerId = listenerId;
|
|
this->parms = *parms;
|
|
|
|
// FIXME: change values on all channels?
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idSoundEmitterLocal::Free
|
|
|
|
They are never truly freed, just marked so they can be reused by the soundWorld
|
|
=====================
|
|
*/
|
|
void idSoundEmitterLocal::Free( bool immediate ) {
|
|
if ( removeStatus != REMOVE_STATUS_ALIVE ) {
|
|
return;
|
|
}
|
|
|
|
if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
|
|
common->Printf( "FreeSound (%i,%i)\n", index, (int)immediate );
|
|
}
|
|
if ( soundWorld && soundWorld->writeDemo ) {
|
|
soundWorld->writeDemo->WriteInt( DS_SOUND );
|
|
soundWorld->writeDemo->WriteInt( SCMD_FREE );
|
|
soundWorld->writeDemo->WriteInt( index );
|
|
soundWorld->writeDemo->WriteInt( immediate );
|
|
}
|
|
|
|
if ( !immediate ) {
|
|
removeStatus = REMOVE_STATUS_WAITSAMPLEFINISHED;
|
|
} else {
|
|
Clear();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idSoundEmitterLocal::StartSound
|
|
|
|
returns the length of the started sound in msec
|
|
=====================
|
|
*/
|
|
int idSoundEmitterLocal::StartSound( const idSoundShader *shader, const s_channelType channel, float diversity, int soundShaderFlags, bool allowSlow ) {
|
|
int i;
|
|
|
|
if ( !shader ) {
|
|
return 0;
|
|
}
|
|
|
|
if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
|
|
common->Printf( "StartSound %ims (%i,%i,%s) = ", soundWorld->gameMsec, index, (int)channel, shader->GetName() );
|
|
}
|
|
|
|
if ( soundWorld && soundWorld->writeDemo ) {
|
|
soundWorld->writeDemo->WriteInt( DS_SOUND );
|
|
soundWorld->writeDemo->WriteInt( SCMD_START );
|
|
soundWorld->writeDemo->WriteInt( index );
|
|
|
|
soundWorld->writeDemo->WriteHashString( shader->GetName() );
|
|
|
|
soundWorld->writeDemo->WriteInt( channel );
|
|
soundWorld->writeDemo->WriteFloat( diversity );
|
|
soundWorld->writeDemo->WriteInt( soundShaderFlags );
|
|
}
|
|
|
|
// build the channel parameters by taking the shader parms and optionally overriding
|
|
soundShaderParms_t chanParms;
|
|
|
|
chanParms = shader->parms;
|
|
OverrideParms( &chanParms, &this->parms, &chanParms );
|
|
chanParms.soundShaderFlags |= soundShaderFlags;
|
|
|
|
if ( chanParms.shakes > 0.0f ) {
|
|
shader->CheckShakesAndOgg();
|
|
}
|
|
|
|
// this is the sample time it will be first mixed
|
|
int start44kHz;
|
|
|
|
if ( soundWorld->fpa[0] ) {
|
|
// if we are recording an AVI demo, don't use hardware time
|
|
start44kHz = soundWorld->lastAVI44kHz + MIXBUFFER_SAMPLES;
|
|
} else {
|
|
start44kHz = soundSystemLocal.GetCurrent44kHzTime() + MIXBUFFER_SAMPLES;
|
|
}
|
|
|
|
//
|
|
// pick which sound to play from the shader
|
|
//
|
|
if ( !shader->numEntries ) {
|
|
if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
|
|
common->Printf( "no samples in sound shader\n" );
|
|
}
|
|
return 0; // no sounds
|
|
}
|
|
int choice;
|
|
|
|
// pick a sound from the list based on the passed diversity
|
|
choice = (int)(diversity * shader->numEntries);
|
|
if ( choice < 0 || choice >= shader->numEntries ) {
|
|
choice = 0;
|
|
}
|
|
|
|
// bump the choice if the exact sound was just played and we are NO_DUPS
|
|
if ( chanParms.soundShaderFlags & SSF_NO_DUPS ) {
|
|
idSoundSample *sample;
|
|
if ( shader->leadins[ choice ] ) {
|
|
sample = shader->leadins[ choice ];
|
|
} else {
|
|
sample = shader->entries[ choice ];
|
|
}
|
|
for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) {
|
|
idSoundChannel *chan = &channels[i];
|
|
if ( chan->leadinSample == sample ) {
|
|
choice = ( choice + 1 ) % shader->numEntries;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// PLAY_ONCE sounds will never be restarted while they are running
|
|
if ( chanParms.soundShaderFlags & SSF_PLAY_ONCE ) {
|
|
for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) {
|
|
idSoundChannel *chan = &channels[i];
|
|
if ( chan->triggerState && chan->soundShader == shader ) {
|
|
if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
|
|
common->Printf( "PLAY_ONCE not restarting\n" );
|
|
}
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// never play the same sound twice with the same starting time, even
|
|
// if they are on different channels
|
|
for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) {
|
|
idSoundChannel *chan = &channels[i];
|
|
if ( chan->triggerState && chan->soundShader == shader && chan->trigger44kHzTime == start44kHz ) {
|
|
if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
|
|
common->Printf( "already started this frame\n" );
|
|
}
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
Sys_EnterCriticalSection();
|
|
|
|
// kill any sound that is currently playing on this channel
|
|
if ( channel != SCHANNEL_ANY ) {
|
|
for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) {
|
|
idSoundChannel *chan = &channels[i];
|
|
if ( chan->triggerState && chan->soundShader && chan->triggerChannel == channel ) {
|
|
if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
|
|
common->Printf( "(override %s)", chan->soundShader->base->GetName() );
|
|
}
|
|
|
|
chan->Stop();
|
|
|
|
// if this was an onDemand sound, purge the sample now
|
|
if ( chan->leadinSample->onDemand ) {
|
|
chan->ALStop();
|
|
chan->leadinSample->PurgeSoundSample();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// find a free channel to play the sound on
|
|
idSoundChannel *chan;
|
|
for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) {
|
|
chan = &channels[i];
|
|
if ( !chan->triggerState ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( i == SOUND_MAX_CHANNELS ) {
|
|
// we couldn't find a channel for it
|
|
Sys_LeaveCriticalSection();
|
|
if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
|
|
common->Printf( "no channels available\n" );
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
chan = &channels[i];
|
|
|
|
if ( shader->leadins[ choice ] ) {
|
|
chan->leadinSample = shader->leadins[ choice ];
|
|
} else {
|
|
chan->leadinSample = shader->entries[ choice ];
|
|
}
|
|
|
|
// if the sample is onDemand (voice mails, etc), load it now
|
|
if ( chan->leadinSample->purged ) {
|
|
int start = Sys_Milliseconds();
|
|
chan->leadinSample->Load();
|
|
int end = Sys_Milliseconds();
|
|
session->TimeHitch( end - start );
|
|
// recalculate start44kHz, because loading may have taken a fair amount of time
|
|
if ( !soundWorld->fpa[0] ) {
|
|
start44kHz = soundSystemLocal.GetCurrent44kHzTime() + MIXBUFFER_SAMPLES;
|
|
}
|
|
}
|
|
|
|
if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
|
|
common->Printf( "'%s'\n", chan->leadinSample->name.c_str() );
|
|
}
|
|
|
|
if ( idSoundSystemLocal::s_skipHelltimeFX.GetBool() ) {
|
|
chan->disallowSlow = true;
|
|
} else {
|
|
chan->disallowSlow = !allowSlow;
|
|
}
|
|
|
|
ResetSlowChannel( chan );
|
|
|
|
// the sound will start mixing in the next async mix block
|
|
chan->triggered = true;
|
|
chan->openalStreamingOffset = 0;
|
|
chan->trigger44kHzTime = start44kHz;
|
|
chan->parms = chanParms;
|
|
chan->triggerGame44kHzTime = soundWorld->game44kHz;
|
|
chan->soundShader = shader;
|
|
chan->triggerChannel = channel;
|
|
chan->Start();
|
|
|
|
// we need to start updating the def and mixing it in
|
|
playing = true;
|
|
|
|
// spatialize it immediately, so it will start the next mix block
|
|
// even if that happens before the next PlaceOrigin()
|
|
Spatialize( soundWorld->listenerPos, soundWorld->listenerArea, soundWorld->rw );
|
|
|
|
// return length of sound in milliseconds
|
|
int length = chan->leadinSample->LengthIn44kHzSamples();
|
|
|
|
if ( chan->leadinSample->objectInfo.nChannels == 2 ) {
|
|
length /= 2; // stereo samples
|
|
}
|
|
|
|
// adjust the start time based on diversity for looping sounds, so they don't all start
|
|
// at the same point
|
|
if ( chan->parms.soundShaderFlags & SSF_LOOPING && !chan->leadinSample->LengthIn44kHzSamples() ) {
|
|
chan->trigger44kHzTime -= diversity * length;
|
|
chan->trigger44kHzTime &= ~7; // so we don't have to worry about the 22kHz and 11kHz expansions
|
|
// starting in fractional samples
|
|
chan->triggerGame44kHzTime -= diversity * length;
|
|
chan->triggerGame44kHzTime &= ~7;
|
|
}
|
|
|
|
length *= 1000 / (float)PRIMARYFREQ;
|
|
|
|
Sys_LeaveCriticalSection();
|
|
|
|
return length;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundEmitterLocal::ModifySound
|
|
===================
|
|
*/
|
|
void idSoundEmitterLocal::ModifySound( const s_channelType channel, const soundShaderParms_t *parms ) {
|
|
if ( !parms ) {
|
|
common->Error( "idSoundEmitterLocal::ModifySound: NULL parms" );
|
|
}
|
|
if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
|
|
common->Printf( "ModifySound(%i,%i)\n", index, channel );
|
|
}
|
|
if ( soundWorld && soundWorld->writeDemo ) {
|
|
soundWorld->writeDemo->WriteInt( DS_SOUND );
|
|
soundWorld->writeDemo->WriteInt( SCMD_MODIFY );
|
|
soundWorld->writeDemo->WriteInt( index );
|
|
soundWorld->writeDemo->WriteInt( channel );
|
|
soundWorld->writeDemo->WriteFloat( parms->minDistance );
|
|
soundWorld->writeDemo->WriteFloat( parms->maxDistance );
|
|
soundWorld->writeDemo->WriteFloat( parms->volume );
|
|
soundWorld->writeDemo->WriteFloat( parms->shakes );
|
|
soundWorld->writeDemo->WriteInt( parms->soundShaderFlags );
|
|
soundWorld->writeDemo->WriteInt( parms->soundClass );
|
|
}
|
|
|
|
for ( int i = 0; i < SOUND_MAX_CHANNELS; i++ ) {
|
|
idSoundChannel *chan = &channels[i];
|
|
|
|
if ( !chan->triggerState ) {
|
|
continue;
|
|
}
|
|
if ( channel != SCHANNEL_ANY && chan->triggerChannel != channel ) {
|
|
continue;
|
|
}
|
|
|
|
OverrideParms( &chan->parms, parms, &chan->parms );
|
|
|
|
if ( chan->parms.shakes > 0.0f && chan->soundShader != NULL ) {
|
|
chan->soundShader->CheckShakesAndOgg();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundEmitterLocal::StopSound
|
|
|
|
can pass SCHANNEL_ANY
|
|
===================
|
|
*/
|
|
void idSoundEmitterLocal::StopSound( const s_channelType channel ) {
|
|
int i;
|
|
|
|
if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
|
|
common->Printf( "StopSound(%i,%i)\n", index, channel );
|
|
}
|
|
|
|
if ( soundWorld && soundWorld->writeDemo ) {
|
|
soundWorld->writeDemo->WriteInt( DS_SOUND );
|
|
soundWorld->writeDemo->WriteInt( SCMD_STOP );
|
|
soundWorld->writeDemo->WriteInt( index );
|
|
soundWorld->writeDemo->WriteInt( channel );
|
|
}
|
|
|
|
Sys_EnterCriticalSection();
|
|
|
|
for( i = 0; i < SOUND_MAX_CHANNELS; i++ ) {
|
|
idSoundChannel *chan = &channels[i];
|
|
|
|
if ( !chan->triggerState ) {
|
|
continue;
|
|
}
|
|
if ( channel != SCHANNEL_ANY && chan->triggerChannel != channel ) {
|
|
continue;
|
|
}
|
|
|
|
// stop it
|
|
chan->Stop();
|
|
|
|
// free hardware resources
|
|
chan->ALStop();
|
|
|
|
// if this was an onDemand sound, purge the sample now
|
|
if ( chan->leadinSample->onDemand ) {
|
|
chan->leadinSample->PurgeSoundSample();
|
|
}
|
|
|
|
chan->leadinSample = NULL;
|
|
chan->soundShader = NULL;
|
|
}
|
|
|
|
Sys_LeaveCriticalSection();
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundEmitterLocal::FadeSound
|
|
|
|
to is in Db (sigh), over is in seconds
|
|
===================
|
|
*/
|
|
void idSoundEmitterLocal::FadeSound( const s_channelType channel, float to, float over ) {
|
|
if ( idSoundSystemLocal::s_showStartSound.GetInteger() ) {
|
|
common->Printf( "FadeSound(%i,%i,%f,%f )\n", index, channel, to, over );
|
|
}
|
|
if ( !soundWorld ) {
|
|
return;
|
|
}
|
|
if ( soundWorld->writeDemo ) {
|
|
soundWorld->writeDemo->WriteInt( DS_SOUND );
|
|
soundWorld->writeDemo->WriteInt( SCMD_FADE );
|
|
soundWorld->writeDemo->WriteInt( index );
|
|
soundWorld->writeDemo->WriteInt( channel );
|
|
soundWorld->writeDemo->WriteFloat( to );
|
|
soundWorld->writeDemo->WriteFloat( over );
|
|
}
|
|
|
|
int start44kHz;
|
|
|
|
if ( soundWorld->fpa[0] ) {
|
|
// if we are recording an AVI demo, don't use hardware time
|
|
start44kHz = soundWorld->lastAVI44kHz + MIXBUFFER_SAMPLES;
|
|
} else {
|
|
start44kHz = soundSystemLocal.GetCurrent44kHzTime() + MIXBUFFER_SAMPLES;
|
|
}
|
|
|
|
int length44kHz = soundSystemLocal.MillisecondsToSamples( over * 1000 );
|
|
|
|
for( int i = 0; i < SOUND_MAX_CHANNELS ; i++ ) {
|
|
idSoundChannel *chan = &channels[i];
|
|
|
|
if ( !chan->triggerState ) {
|
|
continue;
|
|
}
|
|
if ( channel != SCHANNEL_ANY && chan->triggerChannel != channel ) {
|
|
continue;
|
|
}
|
|
|
|
// if it is already fading to this volume at this rate, don't change it
|
|
if ( chan->channelFade.fadeEndVolume == to &&
|
|
chan->channelFade.fadeEnd44kHz - chan->channelFade.fadeStart44kHz == length44kHz ) {
|
|
continue;
|
|
}
|
|
|
|
// fade it
|
|
chan->channelFade.fadeStartVolume = chan->channelFade.FadeDbAt44kHz( start44kHz );
|
|
chan->channelFade.fadeStart44kHz = start44kHz;
|
|
chan->channelFade.fadeEnd44kHz = start44kHz + length44kHz;
|
|
chan->channelFade.fadeEndVolume = to;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundEmitterLocal::CurrentlyPlaying
|
|
===================
|
|
*/
|
|
bool idSoundEmitterLocal::CurrentlyPlaying( void ) const {
|
|
return playing;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundEmitterLocal::Index
|
|
===================
|
|
*/
|
|
int idSoundEmitterLocal::Index( void ) const {
|
|
return index;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundEmitterLocal::CurrentAmplitude
|
|
|
|
this is called from the main thread by the material shader system
|
|
to allow lights and surface flares to vary with the sound amplitude
|
|
===================
|
|
*/
|
|
float idSoundEmitterLocal::CurrentAmplitude( void ) {
|
|
if ( idSoundSystemLocal::s_constantAmplitude.GetFloat() >= 0.0f ) {
|
|
return idSoundSystemLocal::s_constantAmplitude.GetFloat();
|
|
}
|
|
|
|
if ( removeStatus > REMOVE_STATUS_WAITSAMPLEFINISHED ) {
|
|
return 0.0;
|
|
}
|
|
|
|
int localTime = soundSystemLocal.GetCurrent44kHzTime();
|
|
|
|
// see if we can use our cached value
|
|
if ( ampTime == localTime ) {
|
|
return amplitude;
|
|
}
|
|
|
|
// calculate a new value
|
|
ampTime = localTime;
|
|
amplitude = soundWorld->FindAmplitude( this, localTime, NULL, SCHANNEL_ANY, false );
|
|
|
|
return amplitude;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundEmitterLocal::GetSlowChannel
|
|
===================
|
|
*/
|
|
idSlowChannel idSoundEmitterLocal::GetSlowChannel( const idSoundChannel *chan ) {
|
|
return slowChannels[chan - channels];
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundEmitterLocal::SetSlowChannel
|
|
===================
|
|
*/
|
|
void idSoundEmitterLocal::SetSlowChannel( const idSoundChannel *chan, idSlowChannel slow ) {
|
|
slowChannels[chan - channels] = slow;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSoundEmitterLocal::ResetSlowChannel
|
|
===================
|
|
*/
|
|
void idSoundEmitterLocal::ResetSlowChannel( const idSoundChannel *chan ) {
|
|
int index = chan - channels;
|
|
slowChannels[index].Reset();
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSlowChannel::Reset
|
|
===================
|
|
*/
|
|
void idSlowChannel::Reset() {
|
|
memset( this, 0, sizeof( *this ) );
|
|
|
|
this->chan = chan;
|
|
|
|
curPosition.Set( 0 );
|
|
newPosition.Set( 0 );
|
|
|
|
curSampleOffset = -10000;
|
|
newSampleOffset = -10000;
|
|
|
|
triggerOffset = 0;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSlowChannel::AttachSoundChannel
|
|
===================
|
|
*/
|
|
void idSlowChannel::AttachSoundChannel( const idSoundChannel *chan ) {
|
|
this->chan = chan;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSlowChannel::GetSlowmoSpeed
|
|
===================
|
|
*/
|
|
float idSlowChannel::GetSlowmoSpeed() {
|
|
idSoundWorldLocal *sw = static_cast<idSoundWorldLocal*>( soundSystemLocal.GetPlayingSoundWorld() );
|
|
|
|
if ( sw ) {
|
|
return sw->slowmoSpeed;
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSlowChannel::GenerateSlowChannel
|
|
===================
|
|
*/
|
|
void idSlowChannel::GenerateSlowChannel( FracTime& playPos, int sampleCount44k, float* finalBuffer ) {
|
|
idSoundWorldLocal *sw = static_cast<idSoundWorldLocal*>( soundSystemLocal.GetPlayingSoundWorld() );
|
|
float in[MIXBUFFER_SAMPLES+3], out[MIXBUFFER_SAMPLES+3], *src, *spline, slowmoSpeed;
|
|
int i, neededSamples, zeroedPos, count = 0;
|
|
|
|
src = in + 2;
|
|
spline = out + 2;
|
|
|
|
if ( sw ) {
|
|
slowmoSpeed = sw->slowmoSpeed;
|
|
}
|
|
else {
|
|
slowmoSpeed = 1;
|
|
}
|
|
|
|
neededSamples = sampleCount44k * slowmoSpeed + 4;
|
|
|
|
// get the channel's samples
|
|
chan->GatherChannelSamples( playPos.time * 2, neededSamples, src );
|
|
for ( i = 0; i < neededSamples >> 1; i++ ) {
|
|
spline[i] = src[i*2];
|
|
}
|
|
|
|
// interpolate channel
|
|
zeroedPos = playPos.time;
|
|
playPos.time = 0;
|
|
|
|
for ( i = 0; i < sampleCount44k >> 1; i++, count += 2 ) {
|
|
float val;
|
|
val = spline[playPos.time];
|
|
src[i] = val;
|
|
playPos.Increment( slowmoSpeed );
|
|
}
|
|
|
|
// lowpass filter
|
|
float *in_p = in + 2, *out_p = out + 2;
|
|
int numSamples = sampleCount44k >> 1;
|
|
|
|
lowpass.GetContinuitySamples( in_p[-1], in_p[-2], out_p[-1], out_p[-2] );
|
|
lowpass.SetParms( slowmoSpeed * 15000, 1.2f );
|
|
|
|
for ( int i = 0, count = 0; i < numSamples; i++, count += 2 ) {
|
|
lowpass.ProcessSample( in_p + i, out_p + i );
|
|
finalBuffer[count] = finalBuffer[count+1] = out[i];
|
|
}
|
|
|
|
lowpass.SetContinuitySamples( in_p[numSamples-2], in_p[numSamples-3], out_p[numSamples-2], out_p[numSamples-3] );
|
|
|
|
playPos.time += zeroedPos;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSlowChannel::GatherChannelSamples
|
|
===================
|
|
*/
|
|
void idSlowChannel::GatherChannelSamples( int sampleOffset44k, int sampleCount44k, float *dest ) {
|
|
int state = 0;
|
|
|
|
// setup chan
|
|
active = true;
|
|
newSampleOffset = sampleOffset44k >> 1;
|
|
|
|
// set state
|
|
if ( newSampleOffset < curSampleOffset ) {
|
|
state = PLAYBACK_RESET;
|
|
} else if ( newSampleOffset > curSampleOffset ) {
|
|
state = PLAYBACK_ADVANCING;
|
|
}
|
|
|
|
if ( state == PLAYBACK_RESET ) {
|
|
curPosition.Set( newSampleOffset );
|
|
}
|
|
|
|
// set current vars
|
|
curSampleOffset = newSampleOffset;
|
|
newPosition = curPosition;
|
|
|
|
// do the slow processing
|
|
GenerateSlowChannel( newPosition, sampleCount44k, dest );
|
|
|
|
// finish off
|
|
if ( state == PLAYBACK_ADVANCING )
|
|
curPosition = newPosition;
|
|
}
|