ngunix/audio/snd_dma.c

1271 lines
27 KiB
C

/*
Copyright (C) 2015 Marco "eukara" Hladik
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// snd_dma.c -- main control for any streaming sound output device
#include "globaldef.h"
#ifdef _WIN32
#include "winquake.h"
#endif
void S_Play(void);
void S_PlayVol(void);
void S_SoundList(void);
void S_Update_();
void S_StopAllSounds(qboolean clear);
void S_StopAllSoundsC(void);
// =======================================================================
// Internal sound data & structures
// =======================================================================
channel_t channels[MAX_CHANNELS];
int total_channels;
int snd_blocked = 0;
static qboolean snd_ambient = 1;
qboolean snd_initialized = false;
// pointer should go away
volatile dma_t *shm = 0;
volatile dma_t sn;
vec3_t listener_origin;
vec3_t listener_forward;
vec3_t listener_right;
vec3_t listener_up;
vec_t sound_nominal_clip_dist=1000.0;
int soundtime; // sample PAIRS
int paintedtime; // sample PAIRS
#define MAX_SFX 512
sfx_t *known_sfx; // hunk allocated [MAX_SFX]
int num_sfx;
sfx_t *ambient_sfx[NUM_AMBIENTS];
int desired_speed = 11025;
int desired_bits = 16;
int sound_started=0;
cvar_t *bgmvolume;
cvar_t *midivolume;
cvar_t *volume;
cvar_t *nosound;
cvar_t *precache;
cvar_t *loadas8bit;
cvar_t *bgmbuffer;
cvar_t *ambient_level;
cvar_t *ambient_fade;
cvar_t *snd_noextraupdate;
cvar_t *snd_show;
cvar_t *s_pitchin;
cvar_t *s_oldspatial;
cvar_t *_snd_mixahead;
cvar_t *cl_gameplayfix_soundsmovewithentities;
cvar_t *s_underwater;
cvar_t *s_playerdeath;
cvar_t *s_gibs;
cvar_t *s_blood;
cvar_t *r_ludicrous;
cvar_t *r_ekg;
// ====================================================================
// User-setable variables
// ====================================================================
//
// Fake dma is a synchronous faking of the DMA progress used for
// isolating performance in the renderer. The fakedma_updates is
// number of times S_Update() is called per second.
//
qboolean fakedma = false;
int fakedma_updates = 15;
void S_AmbientOff (void)
{
snd_ambient = false;
}
void S_AmbientOn (void)
{
snd_ambient = true;
}
void S_SoundInfo_f(void)
{
if (!sound_started || !shm)
{
Con_Printf ("sound system not started\n");
return;
}
Con_Printf("%5d stereo\n", shm->channels - 1);
Con_Printf("%5d samples\n", shm->samples);
Con_Printf("%5d samplepos\n", shm->samplepos);
Con_Printf("%5d samplebits\n", shm->samplebits);
Con_Printf("%5d submission_chunk\n", shm->submission_chunk);
Con_Printf("%5d speed\n", shm->speed);
Con_Printf("0x%x dma buffer\n", shm->buffer);
Con_Printf("%5d total_channels\n", total_channels);
}
/*
================
S_Startup
================
*/
void S_Startup (void)
{
int rc;
if (!snd_initialized)
return;
if (!fakedma)
{
rc = SNDDMA_Init();
if (!rc)
{
#ifndef _WIN32
Con_Printf("S_Startup: SNDDMA_Init failed.\n");
#endif
sound_started = 0;
return;
}
}
sound_started = 1;
}
// 2001-09-18 New cvar system by Maddes (Init) start
/*
================
S_Init_Cvars
================
*/
void S_Init_Cvars (void)
{
nosound = Cvar_Get ("nosound", "0", CVAR_ORIGINAL);
volume = Cvar_Get ("volume", "0.7", CVAR_ARCHIVE|CVAR_ORIGINAL);
precache = Cvar_Get ("precache", "1", CVAR_ORIGINAL);
loadas8bit = Cvar_Get ("loadas8bit", "0", CVAR_ORIGINAL);
bgmvolume = Cvar_Get ("bgmvolume", "1", CVAR_ARCHIVE|CVAR_ORIGINAL);
midivolume = Cvar_Get ("midivolume", "1", CVAR_ARCHIVE|CVAR_ORIGINAL);
bgmbuffer = Cvar_Get ("bgmbuffer", "4096", CVAR_ORIGINAL);
ambient_level = Cvar_Get ("ambient_level", "0.3", CVAR_ORIGINAL);
ambient_fade = Cvar_Get ("ambient_fade", "100", CVAR_ORIGINAL);
snd_noextraupdate = Cvar_Get ("snd_noextraupdate", "0", CVAR_ORIGINAL);
snd_show = Cvar_Get ("snd_show", "0", CVAR_ORIGINAL);
_snd_mixahead = Cvar_Get ("_snd_mixahead", "0.1", CVAR_ARCHIVE|CVAR_ORIGINAL);
s_pitchin = Cvar_Get ("s_pitchin", "0", CVAR_ARCHIVE|CVAR_ORIGINAL);
s_oldspatial = Cvar_Get ("s_oldspatial", "1", CVAR_ARCHIVE|CVAR_ORIGINAL);
s_underwater = Cvar_Get ("s_underwater", "0", CVAR_ARCHIVE|CVAR_ORIGINAL);
s_gibs = Cvar_Get ("s_gibs", "0", CVAR_ARCHIVE|CVAR_ORIGINAL);
s_blood = Cvar_Get ("s_blood", "0", CVAR_ARCHIVE|CVAR_ORIGINAL);
s_playerdeath = Cvar_Get ("s_playerdeath", "0", CVAR_ARCHIVE|CVAR_ORIGINAL);
r_ludicrous = Cvar_Get ("r_ludicrous", "0", CVAR_ARCHIVE|CVAR_ORIGINAL);
r_ekg = Cvar_Get ("r_ekg", "0", CVAR_ARCHIVE|CVAR_ORIGINAL);
cl_gameplayfix_soundsmovewithentities = Cvar_Get ("cl_gameplayfix_soundsmovewithentities", "0", CVAR_ARCHIVE|CVAR_ORIGINAL);
if (host_parms.memsize < 0x800000)
{
Cvar_Set (loadas8bit, "1");
Con_Printf ("loading all sounds as 8bit\n");
}
}
// 2001-09-18 New cvar system by Maddes (Init) end
/*
================
S_Init
================
*/
void S_Init (void)
{
int madi;
Con_Printf("\n[SOUND] Initialization\n");
if (COM_CheckParm("-nosound"))
return;
if (COM_CheckParm("-simsound"))
fakedma = true;
Cmd_AddCommand("play", S_Play);
Cmd_AddCommand("playvol", S_PlayVol);
Cmd_AddCommand("stopsound", S_StopAllSoundsC);
Cmd_AddCommand("soundlist", S_SoundList);
Cmd_AddCommand("soundinfo", S_SoundInfo_f);
// 2001-09-18 New cvar system by Maddes (Init) end
snd_initialized = true;
S_Startup ();
SND_InitScaletable ();
known_sfx = Hunk_AllocName (MAX_SFX*sizeof(sfx_t), "sfx_t");
num_sfx = 0;
// create a piece of DMA memory
if (fakedma)
{
shm = (void *) Hunk_AllocName(sizeof(*shm), "shm");
shm->splitbuffer = 0;
shm->samplebits = 16;
shm->speed = 22050;
shm->channels = 2;
shm->samples = 32768;
shm->samplepos = 0;
shm->soundalive = true;
shm->gamealive = true;
shm->submission_chunk = 1;
shm->buffer = Hunk_AllocName(1<<16, "shmbuf");
}
if (shm) // 2000-07-09 GPF when GUS or BLASTER variable not set fix by Maddes/Raymond Martineau
Con_Printf ("[SOUND] Sampling rate: %i\n", shm->speed);
// provides a tick sound until washed clean
ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");
S_StopAllSounds (true);
}
// =======================================================================
// Shutdown sound engine
// =======================================================================
void S_Shutdown(void)
{
if (!sound_started)
return;
if (shm)
shm->gamealive = 0;
Music_Shutdown();
shm = 0;
sound_started = 0;
if (!fakedma)
{
SNDDMA_Shutdown();
}
}
// =======================================================================
// Load a sound
// =======================================================================
/*
==================
S_FindName
==================
*/
sfx_t *S_FindName (char *name)
{
int i;
sfx_t *sfx;
if (!name)
Sys_Error ("[SOUND] S_FindName: NULL\n");
if (strlen(name) >= MAX_QPATH)
Sys_Error ("[SOUND] Name too long: %s", name);
// see if already loaded
for (i=0 ; i < num_sfx ; i++)
if (!strcmp(known_sfx[i].name, name))
{
return &known_sfx[i];
}
if (num_sfx == MAX_SFX)
Sys_Error ("[SOUND] S_FindName: out of sfx_t");
sfx = &known_sfx[i];
strcpy (sfx->name, name);
num_sfx++;
return sfx;
}
/*
==================
S_TouchSound
==================
*/
void S_TouchSound (char *name)
{
sfx_t *sfx;
if (!sound_started)
return;
sfx = S_FindName (name);
Cache_Check (&sfx->cache);
}
/*
==================
S_PrecacheSound
==================
*/
sfx_t *S_PrecacheSound (char *name)
{
sfx_t *sfx;
if (!sound_started || nosound->value)
return NULL;
sfx = S_FindName (name);
// cache it in
if (precache->value)
S_LoadSound (sfx);
return sfx;
}
//=============================================================================
/*
=================
SND_PickChannel
=================
*/
channel_t *SND_PickChannel(int entnum, int entchannel)
{
int ch_idx;
int first_to_die;
int life_left;
// Check for replacement sound, or find the best one to replace
first_to_die = -1;
life_left = 0x7fffffff;
for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
{
if (entchannel != 0 // channel 0 never overrides
&& channels[ch_idx].entnum == entnum
&& (channels[ch_idx].entchannel == entchannel || entchannel == -1) )
{ // always override sound from same entity
first_to_die = ch_idx;
break;
}
// don't let monster sounds override player sounds
if (channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity && channels[ch_idx].sfx)
continue;
if (channels[ch_idx].end - paintedtime < life_left)
{
life_left = channels[ch_idx].end - paintedtime;
first_to_die = ch_idx;
}
}
if (first_to_die == -1)
return NULL;
if (channels[first_to_die].sfx)
channels[first_to_die].sfx = NULL;
return &channels[first_to_die];
}
extern int oldspatval;
void SND_Spatialize(channel_t *ch)
{
vec_t dot;
vec_t dist;
vec_t lscale, rscale, scale;
vec3_t source_vec;
// anything coming from the view entity will always be full volume
if (ch->entnum == cl.viewentity)
{
ch->leftvol = ch->master_vol;
ch->rightvol = ch->master_vol;
return;
}
// calculate stereo seperation and distance attenuation
VectorSubtract(ch->origin, listener_origin, source_vec);
dist = VectorNormalize(source_vec) * ch->dist_mult;
dot = DotProduct(listener_right, source_vec);
if (shm->channels == 1)
{
rscale = 1.0;
lscale = 1.0;
}
else
{
rscale = 1.0 + dot;
lscale = 1.0 - dot;
}
// add in distance effect
scale = (1.0 - dist) * rscale;
ch->rightvol = (int) (ch->master_vol * scale);
if (ch->rightvol < 0)
ch->rightvol = 0;
scale = (1.0 - dist) * lscale;
ch->leftvol = (int) (ch->master_vol * scale);
if (ch->leftvol < 0)
ch->leftvol = 0;
}
extern qboolean inwat; // leilei - for underwater sounds
// =======================================================================
// Start a sound effect
// =======================================================================
extern cvar_t *temp2;
float leicho;
int leitap;
int leiverb;
void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
if(!snd_initialized)
return;
if(!sfx->name)
{
Con_DPrintf("[SOUND] No path specified!\n");
return;
}
channel_t *target_chan, *check;
sfxcache_t *sc;
int vol;
int ch_idx;
int skip;
int pitch;
float itch;
float itchr;
vec3_t what;
// leilei - CONTENT HACK - really stupid hack to add special effects to sound effects. TOTALLY OPTIONAL and completely stupid
// and is the WRONG way to go about doing this.
if (s_gibs->value){
int gibbb;
gibbb = rand() % 100;
if (!strncmp(sfx->name,"player/gib",10) || !strncmp(sfx->name,"zombie/z_gib",12) || !strncmp(sfx->name,"player/udeath",12))
// R_ParticleBloodSpewism (origin, 18);
if (gibbb < 4 && r_ludicrous->value || r_ekg->value){
R_ParticleBloodSpewism (origin, 38);
R_ParticleBloodSpewism (origin, 18);
if (!r_ekg->value )
if (r_ludicrous->value > 2)
Con_Printf("Ludicrous Gibs!\n");
}
else
{
R_ParticleBloodSpewism (origin, 11);
R_ParticleBloodSpewism (origin, 7);
}
}
if (!sound_started)
return;
if (!sfx)
return;
if (nosound->value)
return;
// leilei - CONTENT HACK - anti-global scream option. Slightly more reasonable than the crap seen above.
if (s_playerdeath->value)
if ((!strncmp(sfx->name,"player/",7)) && attenuation < 1)
attenuation = 1;
itch = (float)s_pitchin->value; // leilei - get pitch for speed here
vol = fvol*255;
// leilei - CONTENT HACK - don't do random pitches on doors/platforms/ambients
if (!strncmp(sfx->name,"ambien",6) || !strncmp(sfx->name,"door",4) || !strncmp(sfx->name,"plat",4))
itch = 0;
// pick a channel to play on
target_chan = SND_PickChannel(entnum, entchannel);
if (!target_chan)
return;
// spatialize
memset (target_chan, 0, sizeof(*target_chan));
VectorCopy(origin, target_chan->origin);
target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
target_chan->master_vol = vol;
target_chan->entnum = entnum;
target_chan->entchannel = entchannel;
SND_Spatialize(target_chan);
if (!target_chan->leftvol && !target_chan->rightvol)
return; // not audible at all
// new channel
sc = S_LoadSound (sfx);
if (!sc)
{
target_chan->sfx = NULL;
return; // couldn't load the sound's data
}
{
if (inwat && s_underwater->value){
sc->flags = 2; // Muffle the sound in the water
itchr = 1;
}
else
{
sc->flags = 0; // Clear sound
itchr = 0;
}
}
// AJA - Pitch Shift
if (itch)
target_chan->step = (int)(256 - (itch*2)) + (int)((rand()%64) * (itch/2));
else
target_chan->step = 256;
//arget_chan->step += sc->ratio;
// Con_Printf("%f", sc->ratio);
if (itchr)
target_chan->step *= 0.8; // slow down sounds in underwater slightly
if (sc->loopstart > 1)
target_chan->step = 256; // don't shift looped sounds at all
// target_chan->step *= host_timescale->value; // slowmo sounds hack
target_chan->sfx = sfx;
target_chan->pos = 0.0;
target_chan->end = paintedtime + ((sc->length<<8)/target_chan->step);
// if an identical sound has also been started this frame, offset the pos
// a bit to keep it from just making the first one louder
check = &channels[NUM_AMBIENTS];
for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
{
if (check == target_chan)
continue;
if (check->sfx == sfx && !check->pos)
{
skip = rand () % (int)(0.1*shm->speed);
if (skip >= target_chan->end)
skip = target_chan->end - 1;
target_chan->pos += skip << 8; // AJA - Pitch Shift
target_chan->end -= skip;
break;
}
}
// leilei's crappy echo hack
{
leiverb = (int)leicho % (int)(0.1*shm->speed);
if (leiverb >= target_chan->end)
leiverb = target_chan->end - 1;
target_chan->pos -= leiverb << 8; // AJA - Pitch Shift
target_chan->end += leiverb;
}
// if (sc->loopstart > 1)
// Con_Printf("loopstart %i\n", sc->loopstart);
}
// =======================================================================
// Start a custom sound effect
// =======================================================================
void S_StartSound2(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation, int pitch)
{
if(!snd_initialized)
return;
if(!sfx->name)
{
Con_DPrintf("[SOUND] No path specified!\n");
return;
}
channel_t *target_chan, *check;
sfxcache_t *sc;
int vol;
int ch_idx;
int skip;
// int pitch;
float itch;
if (!sound_started)
return;
if (!sfx)
return;
if (nosound->value)
return;
//itch = (float)s_pitchin->value; // leilei - get pitch for speed here
itch = (float)pitch; // leilei - get pitch for speed here
vol = fvol*255;
// pick a channel to play on
target_chan = SND_PickChannel(entnum, entchannel);
if (!target_chan)
return;
// spatialize
memset (target_chan, 0, sizeof(*target_chan));
VectorCopy(origin, target_chan->origin);
target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
target_chan->master_vol = vol;
target_chan->entnum = entnum;
target_chan->entchannel = entchannel;
SND_Spatialize(target_chan);
if (!target_chan->leftvol && !target_chan->rightvol)
return; // not audible at all
// new channel
sc = S_LoadSound (sfx);
if (!sc)
{
target_chan->sfx = NULL;
return; // couldn't load the sound's data
}
// AJA - Pitch Shift
if (itch)
target_chan->step = (int)(256 - (itch*2)) + (int)(64 * (itch/2));
else
target_chan->step = 256;
if (sc->loopstart > 1)
target_chan->step = 256; // don't shift looped sounds at all
// target_chan->step *= host_timescale->value; // slowmo sounds hack
target_chan->sfx = sfx;
target_chan->pos = 0.0;
target_chan->end = paintedtime + ((sc->length<<8)/target_chan->step);
// if an identical sound has also been started this frame, offset the pos
// a bit to keep it from just making the first one louder
check = &channels[NUM_AMBIENTS];
for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
{
if (check == target_chan)
continue;
if (check->sfx == sfx && !check->pos)
{
skip = rand () % (int)(0.1*shm->speed);
if (skip >= target_chan->end)
skip = target_chan->end - 1;
target_chan->pos += skip << 8; // AJA - Pitch Shift
target_chan->end -= skip;
break;
}
}
}
void S_StopSound(int entnum, int entchannel)
{
int i;
for (i=0 ; i<MAX_DYNAMIC_CHANNELS ; i++)
{
if (channels[i].entnum == entnum
&& channels[i].entchannel == entchannel)
{
channels[i].end = 0;
channels[i].sfx = NULL;
return;
}
}
}
void S_StopAllSounds(qboolean clear)
{
int i;
if (!sound_started)
return;
total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics
for (i=0 ; i<MAX_CHANNELS ; i++)
if (channels[i].sfx)
channels[i].sfx = NULL;
Q_memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));
if (clear)
S_ClearBuffer ();
}
void S_StopAllSoundsC (void)
{
S_StopAllSounds (true);
}
void S_ClearBuffer (void)
{
int clear;
#ifdef _WIN32
if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
#else
if (!sound_started || !shm || !shm->buffer)
#endif
return;
if (shm->samplebits == 8)
clear = 0x80;
else
clear = 0;
#ifdef _WIN32
if (pDSBuf)
{
DWORD dwSize;
DWORD *pData;
int reps;
HRESULT hresult;
reps = 0;
while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK)
{
if (hresult != DSERR_BUFFERLOST)
{
Con_Printf ("[SOUND] DS::Lock Sound Buffer Failed\n");
S_Shutdown ();
return;
}
if (++reps > 10000)
{
Con_Printf ("[SOUND] DS: couldn't restore buffer\n");
S_Shutdown ();
return;
}
}
Q_memset(pData, clear, shm->samples * shm->samplebits/8);
pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);
}
else
#endif
{
Q_memset(shm->buffer, clear, shm->samples * shm->samplebits/8);
}
}
/*
=================
S_StaticSound
=================
*/
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
{
channel_t *ss;
sfxcache_t *sc;
if (!sfx)
return;
if (total_channels == MAX_CHANNELS)
{
Con_Printf ("[SOUND] total_channels == MAX_CHANNELS\n");
return;
}
ss = &channels[total_channels];
total_channels++;
sc = S_LoadSound (sfx);
if (!sc)
return;
if (sc->loopstart == -1)
{
Con_Printf ("[SOUND] Sound %s not looped\n", sfx->name);
return;
}
ss->step = 256;
ss->sfx = sfx;
VectorCopy (origin, ss->origin);
ss->master_vol = vol;
ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
ss->end = paintedtime + sc->length;
SND_Spatialize (ss);
}
//=============================================================================
/*
===================
S_UpdateAmbientSounds
===================
*/
void S_UpdateAmbientSounds (void)
{
mleaf_t *l;
float vol;
int ambient_channel;
channel_t *chan;
if (!snd_ambient)
return;
// calc ambient sound levels
if (!cl.worldmodel)
return;
l = Mod_PointInLeaf (listener_origin, cl.worldmodel);
if (!l || !ambient_level->value)
{
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
channels[ambient_channel].sfx = NULL;
return;
}
for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
{
chan = &channels[ambient_channel];
chan->sfx = ambient_sfx[ambient_channel];
chan->step = 256; // ambient suck hack
vol = ambient_level->value * l->ambient_sound_level[ambient_channel];
if (vol < 8)
vol = 0;
// don't adjust volume too fast
if (chan->master_vol < vol)
{
chan->master_vol += host_org_frametime * ambient_fade->value;
if (chan->master_vol > vol)
chan->master_vol = vol;
}
else if (chan->master_vol > vol)
{
chan->master_vol -= host_org_frametime * ambient_fade->value;
if (chan->master_vol < vol)
chan->master_vol = vol;
}
chan->leftvol = chan->rightvol = chan->master_vol;
}
}
/*
============
S_Update
Called once each time through the main loop
============
*/
void S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
{
int i, j;
int total;
channel_t *ch;
channel_t *combine;
if (!sound_started || (snd_blocked > 0))
return;
VectorCopy(origin, listener_origin);
VectorCopy(forward, listener_forward);
VectorCopy(right, listener_right);
VectorCopy(up, listener_up);
// update general area ambient sound sources
S_UpdateAmbientSounds ();
combine = NULL;
// update spatialization for static and dynamic sounds
ch = channels+NUM_AMBIENTS;
for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
{
if (!ch->sfx)
continue;
SND_Spatialize(ch); // respatialize channel
if (!ch->leftvol && !ch->rightvol)
continue;
// try to combine static sounds with a previous channel of the same
// sound effect so we don't mix five torches every frame
if (i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
{
// see if it can just use the last one
if (combine && combine->sfx == ch->sfx)
{
combine->leftvol += ch->leftvol;
combine->rightvol += ch->rightvol;
ch->leftvol = ch->rightvol = 0;
continue;
}
// search for one
combine = channels+MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;
for (j=MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS ; j<i; j++, combine++)
if (combine->sfx == ch->sfx)
break;
if (j == total_channels)
{
combine = NULL;
}
else
{
if (combine != ch)
{
combine->leftvol += ch->leftvol;
combine->rightvol += ch->rightvol;
ch->leftvol = ch->rightvol = 0;
}
continue;
}
}
}
//
// debugging output
//
if (snd_show->value)
{
total = 0;
ch = channels;
for (i=0 ; i<total_channels; i++, ch++)
if (ch->sfx && (ch->leftvol || ch->rightvol) )
{
//Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
total++;
}
Con_Printf ("----(%i)----\n", total);
}
// mix some sound
S_Update_();
}
void GetSoundtime(void)
{
int samplepos;
static int buffers;
static int oldsamplepos;
int fullsamples;
fullsamples = shm->samples / shm->channels;
// it is possible to miscount buffers if it has wrapped twice between
// calls to S_Update. Oh well.
#ifdef __sun__
soundtime = SNDDMA_GetSamples();
#else
samplepos = SNDDMA_GetDMAPos();
if (samplepos < oldsamplepos)
{
buffers++; // buffer wrapped
if (paintedtime > 0x40000000)
{ // time to chop things off to avoid 32 bit limits
buffers = 0;
paintedtime = fullsamples;
S_StopAllSounds (true);
}
}
oldsamplepos = samplepos;
soundtime = buffers*fullsamples + samplepos/shm->channels;
#endif
}
void S_ExtraUpdate (void)
{
#ifdef _WIN32
IN_Accumulate ();
#endif
if (snd_noextraupdate->value)
return; // don't pollute timings
S_Update_();
}
int oldspat;
int oldspatval;
void S_Update_(void)
{
unsigned endtime;
int samps;
if (!sound_started || (snd_blocked > 0))
return;
// Updates DMA time
GetSoundtime();
// check to make sure that we haven't overshot
if (paintedtime < soundtime)
{
//Con_Printf ("S_Update_ : overflow\n");
paintedtime = soundtime;
}
// mix ahead of current position
endtime = soundtime + _snd_mixahead->value * shm->speed;
samps = shm->samples >> (shm->channels-1);
if (endtime - soundtime > samps)
endtime = soundtime + samps;
if (oldspatval != s_oldspatial->value)
{
oldspatval = s_oldspatial->value;
}
// lordhavoc / leilei - classic attenuation
if (oldspatval){
sound_nominal_clip_dist = 1200;
}
else
{
sound_nominal_clip_dist = 1000;
}
#ifdef _WIN32
// if the buffer was lost or stopped, restore it and/or restart it
{
DWORD dwStatus;
if (pDSBuf)
{
if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
Con_Printf ("[SOUND] Couldn't get buffer status\n");
if (dwStatus & DSBSTATUS_BUFFERLOST)
pDSBuf->lpVtbl->Restore (pDSBuf);
if (!(dwStatus & DSBSTATUS_PLAYING))
pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
}
}
#endif
S_PaintChannels (endtime);
SNDDMA_Submit ();
}
/*
===============================================================================
console functions
===============================================================================
*/
void S_Play(void)
{
static int hash=345;
int i;
char name[256];
sfx_t *sfx;
int poop;
i = 1;
while (i<Cmd_Argc())
{
if (!strrchr(Cmd_Argv(i), '.'))
{
strcpy(name, Cmd_Argv(i));
strcat(name, ".wav");
}
else
strcpy(name, Cmd_Argv(i));
sfx = S_PrecacheSound(name);
S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0);
i++;
}
}
void S_PlayVol(void)
{
static int hash=543;
int i;
float vol;
char name[256];
sfx_t *sfx;
i = 1;
while (i<Cmd_Argc())
{
if (!strrchr(Cmd_Argv(i), '.'))
{
strcpy(name, Cmd_Argv(i));
strcat(name, ".wav");
}
else
strcpy(name, Cmd_Argv(i));
sfx = S_PrecacheSound(name);
vol = Q_atof(Cmd_Argv(i+1));
S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0);
i+=2;
}
}
void S_SoundList(void)
{
int i;
sfx_t *sfx;
sfxcache_t *sc;
int size, total;
total = 0;
for (sfx=known_sfx, i=0 ; i<num_sfx ; i++, sfx++)
{
sc = Cache_Check (&sfx->cache);
if (!sc)
continue;
size = sc->length*sc->width*(sc->stereo+1);
total += size;
if (sc->loopstart >= 0)
Con_Printf ("L");
else
Con_Printf (" ");
Con_Printf("(%2db) %6i : %s\n",sc->width*8, size, sfx->name);
}
Con_Printf ("[SOUND] Total resident: %i\n", total);
}
void S_LocalSound (char *sound)
{
sfx_t *sfx;
if (nosound->value)
return;
if (!sound_started)
return;
sfx = S_PrecacheSound (sound);
if (!sfx)
{
Con_Printf ("[SOUND] Local Sound: can't cache %s\n", sound);
return;
}
S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1);
}
void S_ClearPrecache (void)
{
}
void S_BeginPrecaching (void)
{
}
void S_EndPrecaching (void)
{
}