fteqw/engine/client/sound.h

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/*
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.
*/
// sound.h -- client sound i/o functions
#ifndef __SOUND__
#define __SOUND__
// !!! if this is changed, it much be changed in asm_i386.h too !!!
#define MAXSOUNDCHANNELS 6 //on a per device basis
// !!! if this is changed, it much be changed in asm_i386.h too !!!
struct sfx_s;
/*typedef struct
{
int left;
int right;
} portable_samplepair_t;
*/
typedef struct
{
int s[MAXSOUNDCHANNELS];
} portable_samplegroup_t;
typedef struct {
int decodedlen;
int (*decodemore) (struct sfx_s *sfx, int length); //retrurn true when done.
void (*abort) (struct sfx_s *sfx); //it's not playing elsewhere. free entirly
void *buf;
} sfxdecode_t;
typedef struct sfx_s
{
char name[MAX_OSPATH];
cache_user_t cache;
sfxdecode_t *decoder;
} sfx_t;
// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct sfxcache_s
{
int length;
int loopstart;
int speed;
int width;
int stereo;
qbyte data[1]; // variable sized
} sfxcache_t;
typedef struct
{
qboolean gamealive;
qboolean soundalive;
qboolean splitbuffer;
int numchannels;
int samples; // mono samples in buffer
int submission_chunk; // don't mix less than this #
int samplepos; // in mono samples
int samplebits;
int speed;
unsigned char *buffer;
} dma_t;
// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct
{
sfx_t *sfx; // sfx number
int vol[MAXSOUNDCHANNELS]; // 0-255 volume
int delay[MAXSOUNDCHANNELS];
int end; // end time in global paintsamples
int pos; // sample position in sfx
int looping; // where to loop, -1 = no looping
int entnum; // to allow overriding a specific sound
int entchannel; //int audio_fd
vec3_t origin; // origin of sound effect
vec_t dist_mult; // distance multiplier (attenuation/clipK)
int master_vol; // 0-255 master volume
} channel_t;
typedef struct
{
int rate;
int width;
int numchannels;
int loopstart;
int samples;
int dataofs; // chunk starts this many bytes from file start
} wavinfo_t;
struct soundcardinfo_s;
typedef struct soundcardinfo_s soundcardinfo_t;
void S_Init (void);
void S_Startup (void);
void S_Shutdown (void);
void S_StartSound (int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation);
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation);
void S_StopSound (int entnum, int entchannel);
void S_StopAllSounds(qboolean clear);
void S_Update (vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
void S_ExtraUpdate (void);
sfx_t *S_PrecacheSound (char *sample);
void S_TouchSound (char *sample);
void S_ClearPrecache (void);
void S_BeginPrecaching (void);
void S_EndPrecaching (void);
void S_ClearBuffer (soundcardinfo_t *sc);
void S_PaintChannels(soundcardinfo_t *sc, int endtime);
void S_InitPaintChannels (soundcardinfo_t *sc);
void S_ShutdownCard (soundcardinfo_t *sc);
void S_StopSoundCard (soundcardinfo_t *sc, int entnum, int entchannel);
qboolean S_IsPlayingSomewhere(sfx_t *s);
void ResampleSfx (sfx_t *sfx, int inrate, int inwidth, qbyte *data);
// picks a channel based on priorities, empty slots, number of channels
channel_t *SND_PickChannel(soundcardinfo_t *sc, int entnum, int entchannel);
// spatializes a channel
void SND_Spatialize(soundcardinfo_t *sc, channel_t *ch);
// restart entire sound subsystem (doesn't flush old sounds, so make sure that happens)
void S_DoRestart (void);
void S_Restart_f (void);
//plays streaming audio
void S_RawAudio(int sourceid, qbyte *data, int speed, int samples, int channels, int width);
void CLVC_Poll (void);
void SNDVC_MicInput(qbyte *buffer, int samples, int freq, int width);
// ====================================================================
// User-setable variables
// ====================================================================
#define MAX_CHANNELS 256
#define MAX_DYNAMIC_CHANNELS 8
//
// 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.
//
extern int snd_speed;
extern qboolean fakedma;
extern int fakedma_updates;
extern vec3_t listener_origin;
extern vec3_t listener_forward;
extern vec3_t listener_right;
extern vec3_t listener_up;
extern vec_t sound_nominal_clip_dist;
extern cvar_t loadas8bit;
extern cvar_t bgmvolume;
extern cvar_t volume;
extern cvar_t snd_capture;
extern qboolean snd_initialized;
extern cvar_t snd_usemultipledevices;
extern int snd_blocked;
void S_LocalSound (char *s);
sfxcache_t *S_LoadSound (sfx_t *s);
wavinfo_t GetWavinfo (char *name, qbyte *wav, int wavlength);
void SND_InitScaletable (void);
void S_AmbientOff (void);
void S_AmbientOn (void);
//inititalisation functions.
typedef int (*sounddriver) (soundcardinfo_t *sc, int cardnum);
extern sounddriver pDSOUND_InitCard;
extern sounddriver pALSA_InitCard;
extern sounddriver pOSS_InitCard;
extern sounddriver pSDL_InitCard;
extern sounddriver pWAV_InitCard;
struct soundcardinfo_s { //windows has one defined AFTER directsound
char name[256]; //a description of the card.
struct soundcardinfo_s *next;
//speaker orientations for spacialisation.
float dist[MAX_CHANNELS];
float pitch[MAX_CHANNELS];
float yaw[MAX_CHANNELS];
//info on which sound effects are playing
channel_t channel[MAX_CHANNELS];
int total_chans;
//mixer
volatile dma_t sn; //why is this volatile?
qboolean inactive_sound; //continue mixing for this card even when the window isn't active.
qboolean selfpainting; //allow the sound code to call the right functions when it feels the need (not properly supported).
int paintedtime; //used in the mixer
int oldsamplepos; //fixme: is this still needed?
int snd_linear_count; //used by the mixer.
int buffers; //used to keep track of buffer wraps for consistant sound
int rawend; //streaming audio (avi/cin/roq)
int rawstart;
//callbacks
void *(*Lock) (soundcardinfo_t *sc);
void (*Unlock) (soundcardinfo_t *sc, void *buffer);
void (*Submit) (soundcardinfo_t *sc);
void (*Shutdown) (soundcardinfo_t *sc);
unsigned int (*GetDMAPos) (soundcardinfo_t *sc);
void (*SetWaterDistortion) (soundcardinfo_t *sc, qboolean underwater);
void (*Restore) (soundcardinfo_t *sc);
//driver -specific
void *handle;
int snd_sent;
int snd_completed;
int audio_fd;
};
extern soundcardinfo_t *sndcardinfo;
#endif